MQDH Record not working
When you press the record button in MQDH 4.9, 5.0.0, 5.0.1 it does nothing. I've also had a soft lock (was unable to save or get out of the window) when attempting to change the record settings in 5.0.1 though this has only happened once. When I revert back to MQDH 4.8 the record feature works fine. Device I'm running has OS 71 installed. Cheers1.1KViews1like4CommentsMeta60.0 Unity22.3.16f1 macOS Build fails. Issue with MetaXRAudio info.plist format.
Crossplatform project (Quest2 standalone, iOs, Win, macOS). MetaSDK features used in Quest2 standalone only but present in scenes. Built successful before Meta60.0 upgrade from Oculus 57.0 Building Builds/OSX/XYZ.app/Contents/PlugIns/MetaXRAudioUnity.bundle/Contents/Info.plist failed with output: System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, String arg) at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace() at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options) at System.Xml.Linq.XDocument.Load(XmlReader reader) at UnityEditor.iOS.Xcode.PlistDocument.ParseXmlNoDtd(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 199 at UnityEditor.iOS.Xcode.PlistDocument.ReadFromString(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 330 at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.ParsePListFile(Byte[]& plistFileContents, String& executablePath, String& bundleIdentifier) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 91 at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.Sign(SignFlags signFlags, BundleSignTarget& signedBundle) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 51 at MacOSCodeSignBundleCopy.Run(CSharpActionContext ctx, Data data) in /Users/bokken/build/output/unity/unity/Platforms/OSX/MacStandalonePlayerBuildProgram/MacOSCodeSigning.cs:line 32 UnityEditor.GenericMenu:CatchMenu (object,string[],int) (at /Users/bokken/build/output/unity/unity/Editor/Mono/GUI/GenericMenu.cs:127) GaveGPT Info.plist to analyse and it replied : The Info.plist file starts with bplist00, indicating that it is a binary property list (plist) file, not a standard XML plist file. This is why the XML parser fails to read it, as it expects an XML format. Unity's build process and the code attempting to parse the Info.plist might not be equipped to handle binary plist formats directly, hence the error. To resolve this issue, you will need to convert the binary plist file to an XML format that Unity and its XML parser can understand. macOS provides a command-line tool called plutil that can convert binary plist files to XML format. if facing this issue, do the following: in Terminal, run : plutil -convert xml1 YOUR_PROJECT_FOLDER/Library/PackageCache/com.meta.xr.sdk.audio@60.0.0/Runtime/Plugins/MetaXRAudioUnity.bundle/Contents/Info.plist Now builds sucessfully.1.3KViews1like1CommentProblems with getting serial numbers after update to v39
Ever since our Quest 2s have started updating to v39, our applications are no longer able to find their device's serial numbers. This is breaking a lot of our work by preventing us to properly communicate with our backend. We previously used the following code in Unity to get the serial number, but this code now returns "unknown". AndroidJavaObject jo = new AndroidJavaObject("android.os.Build"); string serialNumber = jo.GetStatic<string>("SERIAL"); Is there anyone else experiencing this problem that might know a solution? It would be very helpful if Oculus Support could provide us with information if they know what might be causing this.Solved5.4KViews3likes8CommentsREPORT THE SAME BUG that LOCKED OUT your ABILITY TO REPORT the bug?
How do you REPORT THE SAME BUG that LOCKED OUT your ABILITY TO REPORT the bug? That's the absurd situation I'm in now. Facebook Account Compromise -> Oculus Support with Valid Serial Number -> Month Long Investigation -> Reactivated -> Year of Nightmare Repair and Cybersecurity Integrity Tightening -> Software Trips Up Old Inaccurate Database Record -> Repeat -> Meta Support and EMail back to Last Year's Thread Now Dismissive Not Their Department I wasn't even posting anything, and it'd be a pretty extraordinary find for a new more isolated updated computer, new smartphone, etc, with FIDO/YubiKey 2FA, to have everything necessary to post as me without me being able to still prove who I really am. This isn't move fast, or breaking things. After a year of this nightmare, this is just utter incompetence. https://www.linkedin.com/feed/update/urn:li:activity:7138303413167046656/ https://www.linkedin.com/feed/update/urn:li:share:7138089002615640064 https://community.openmr.com/t/vr-future-facebook-edition/41328 Please keep in mind I am already not just arguably a VR community influencer, but I regularly interact with the most prominent VR influencers, and among other things, I have been an essential volunteer at many of Pimax's events. I will be attending CES this year, and I will be on camera with many such persons as Kevin Henderson and Martin "SweViver", and I will be following up with them to ensure the dangers I see Facebook continuing to pose with such a total support absence are addressed. As well as other ways I can follow up. I am considering legal representation, as I believe I can see clear legal implications with wider policy and ethical implications given the unreasonable and unnecessary length of time, and the amount of damage, this has caused and causes me personally and professionally.824Views0likes0CommentsGetLoggedInUser returns Oculus ID 0 with v59 update
I have my build on three Quest 3 devices. Two are running: 59.0.0.163.706.533208642 The other is running: 57.0.0.297.669.526237896 All devices are using the same login account. When running GetLoggedInUser it returns the correct Oculus ID on v57, and Oculus Id=0 on v59. ---- I have confirmed this by updating the v57 device to v59 and now the Oculus Id=0 using the same build and account. Too the best of my knowledge all required permissions are provided.Solved2.9KViews6likes5Commentsinvite api broken
Is the invite api broken? as soon as I try to call GroupPresence.LaunchInvitePanel, it brings up a panel that said something went wrong (OVR10003). Assuming Ive done something wrong I tried it in an already published app (VR chat) and it had the same error message popup, can anyone tell me whats going on..?735Views0likes0CommentsCannot Create a Meta for Developers account
I opened a case, 6774076, with Meta support and they directed me to these forums and closed the ticket. Although, the case is not resolved. On page https://developers.facebook.com/async/registration/dialog/ , Contact info, Error: "Email cannot be sent. Please try later" This has been an issue for approximately 4 days now, and I do not know what to do.4.2KViews1like2Comments