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/YowItsMePrince117Views1like1CommentProduction 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.87Views0likes3CommentsVR Music Trainer
Hello! I wanted to share my project: Vonias/VR-Music-Trainer I have successfully created a small application that displays music to the VR Quest that the musician can read and perform. The VR APP has a Heads Up Display, that shows a tuner, and dynamics indicator (how loud your playing). I'm really happy with what I have so far, but it lacks appeal. It's very basic. Check it out! VR Performance108Views1like3CommentsPath to Meta Horizon Start Partner
Overview Meta Horizon Start Partners are recognized for their commitment to building high-quality, innovative VR experiences on Meta Horizon. Partner status comes with tailored support from Meta experts, expanded program benefits, and new opportunities to grow your project. Start Partners receive exclusive resources designed to help you maximize impact and succeed in the evolving VR ecosystem. How to Join Start Partner invitations are extended based on periodic reviews of member progress and engagement. You do not need to apply or reach out; the Start team will contact you if you become eligible. We will also announce any changes to the selection process in our community channels. Note for current Start Members: The Start team regularly reviews your progress and contributions. If you become eligible for Partner status, you’ll be notified. We expect to open applications to current Start members in the future, and we’ll update this post (and announce in our community channels) when applications become available. Partner Benefits As a Meta Horizon Start Partner, you receive all core program benefits plus additional perks, including: Access to the Partner community Discord to connect and collaborate with experienced developers and program mentors 1:1 mentoring sessions for personalized support and feedback on your project Educational and social events with advanced content from Meta leads, hands-on workshops, live Q&A, panels, and more Prioritized technical support from a dedicated team Product feedback opportunities to help shape the platform and have your voice heard Qualifications We’re looking for Start members who demonstrate strong content quality, product adoption, and sustained development momentum. When evaluating eligibility for Partner status, we use the following minimum guidelines (which may evolve over time): Have a working build: A playable or internal build that demonstrates core gameplay/app flow and baseline stability (not necessarily final or polished), ready for evaluation Build an engaging experience: Strong session quality, retention drivers, and content depth—meaningful user engagement is an important signal Show sustained development momentum: Regular iteration, shipping updates, and steady progress toward release Use platform tooling to improve quality: Leverage performance tooling and relevant XR tech features; adoption of Meta’s recommended developer tools often correlates with successful, engaged apps We also consider additional factors, such as: Community involvement: Positive, substantive contributions—sharing knowledge, assisting other members, or participating in community events Commitment: Consistent engagement and meaningful progress over time Subject-matter expertise: Demonstrated expertise, especially when shared to help others If you don’t meet these guidelines yet, we encourage you to keep building and participating in the Meta Horizon Start program. Take advantage of educational programming, technical support, and the community forum to strengthen your experience, performance, and retention. We’re excited to see your progress—and hope to welcome you as a Meta Horizon Start Partner in the future. Want to work toward Partner status? Keep a working build ready for evaluation, focus on building an engaging experience, iterate regularly, and use Meta’s recommended developer tooling to improve performance and quality. We also encourage you to share your progress in the What I’m Building section of the Developer Forum. For more information on Start membership, see the Meta Horizon Start program terms.146Views0likes0CommentsSeeking Feedback: Startup Predictor
Hi everyone, We’ve all heard the stat that 90% of startups fail. Most of the time, founders realize their idea isn't working far too late. I wanted to see if I could use AI to change that, so I built Startup Predictor. It’s an AI-powered decision engine that analyzes signals like funding level, founder experience, execution stage, and team size to provide a success probability score. I’m looking for some honest feedback from the community on my Startup Predictor. Check it out here: Startup Predictor I’m a student developer working on this to help founders make more data-driven decisions. If the community finds this useful, I’m planning to move forward with this startup to build a billion-dollar company. Thanks for your time and any feedback you can give!140Views0likes7CommentsOVRCameraRig 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 Kordmodanlou82Views0likes1Comment📰What’s New in Meta XR SDK v85 | Start Mentor Workshop
Hosted by Quentin Valembois (Valem) • March 2026 • Meta Horizon Start Overview (what v85 focuses on) Meta Horizon OS v85 includes updates across: Building Blocks (including Multiplayer + AI Building Blocks) Mixed Reality (new Spatial Test Framework and Scene-less MR support) Locomotion updates (input mapping + revised control scheme) What’s coming next (FrameSync) Watch this part: 00:00 Building Blocks (Unity): faster setup, less boilerplate Building Blocks are modular, drag‑and‑drop capabilities for Unity projects that can automatically configure project settings and required components (e.g., passthrough, hand tracking, MR setup, etc.). The intent is to let you focus on the code that’s unique to your experience. What to take away: Building Blocks = the “fast path” for adding platform features correctly. They can handle annoying setup details (settings, manifests, component wiring). Watch this part: 01:07 Multiplayer Building Blocks: Photon Fusion 2.1 support What’s new in v85 Multiplayer Building Blocks now support Photon Fusion 2.1, unlocking newer Fusion features for Start devs who choose Fusion as their networking provider. Fusion 2.1 highlights: Forecast Physics Object Send Priority Large Data RPCs (Fusion used to have a small payload limit—large data RPC expands what you can send) Custom Tick Rates Faster Host / Master Client Switching Configurable AOI (Area of Interest) Player Unique ID When you drop a Multiplayer Building Block (e.g., auto matchmaking), you can choose provider: Unity Netcode for GameObjects, or Photon Fusion (now v2.1 supported) Also, voice chat support in the Building Blocks flow is tied to Fusion in the demonstrated setup. Watch this part: 02:19 AI Building Blocks updates: more accurate boxes + image segmentation What’s new in v85 AI Building Blocks improvements: More accurate 3D bounding boxes for object detection overlays 2D Image Segmentation option appearing in the tooling Watch this part: 06:45 “Scene-less Mixed Reality”: why it matters The problem with relying only on Scene Model/room setup Scene Model (room scan) is powerful, but can be: Overkill for simple MR interactions (e.g., “place one object on a surface”) Not runtime-updated (doesn’t naturally account for small moving objects in the moment) The v85 direction: more seamless MR workflows The workshop emphasizes using depth-powered environment raycasting to collide against real geometry without requiring a full scene model workflow. Key concept: Environment Raycast uses depth sensing to “hit test” the real world, enabling placement and interaction without scene model dependency. Watch this part: 08:27 What’s new for Scene-less MR in v85: Scene-less World Lock World Lock (and what changed) World Lock keeps virtual content stable in physical space even when the user recenters. Previously, this was tied to scene model workflows. What’s new in v85 Scene-less World Lock—world-lock behavior that works without requiring a scene model. Why it’s a big deal: It moves MR closer to “drop in/runtime MR” without asking users to preconfigure a full room scan for basic anchoring behavior. Watch this part: 12:11 Debugging MR got a major upgrade: Spatial Test Framework Before: Immersive Debugger The Immersive Debugger can help you inspect/tweak MR-related settings in a build and visualize MRUK data (mesh, collisions, navmesh overlays, etc.). New in v85: Spatial Test Framework (MRUK tests) The Spatial Test Framework brings automated testing principles (Unity Test Framework) into MR workflows by letting you run tests across multiple room prefabs/scene configurations. What it enables: Automatically validate your MR logic across many room layouts (bedroom, office, living room, etc.) Reduce manual “try it in 20 different spaces” testing Write your own tests by extending the MRUK test base class (as demonstrated conceptually) Watch this part: 18:50 Locomotion: input mapping + revised control scheme v85 includes an update to locomotion documentation and recommended patterns around locomotion input mapping, focused on making multiple locomotion systems work more cleanly together (especially avoiding input conflicts like “UI ray + teleport ray at the same time”). What’s new: Revised Control Scheme Watch this part: 26:24 More to come: FrameSync on Meta Horizon OS FrameSync is as an upcoming/important performance-related development, aiming at: More consistent smoothness Fewer still frames Lower motion-to-photon latency Watch this part: 29:24 Quick reference Photon Fusion 2.1 “What’s new” (from slide): https://doc.photonengine.com/fusion/current/getting-started/preview-2-1/whats-new-2-1 Locomotion input mapping doc (from slide): https://developers.meta.com/horizon/design/locomotion-input-maps/ FrameSync blog (from slide): https://developers.meta.com/horizon/blog/framesync-meta-horizon-os Environment Raycast example video (from slide): https://youtu.be/r9gedHRY0rc
142Views1like0Comments