Gift purchases not sending email codes, money taken, no real support
I’ve tried multiple times to send a game as a gift (to my friend’s email and even my own alt). Each time, the money is deducted and I receive the Meta Horizon Store receipt, but the actual gift code email never arrives. Support has been no help at all — the only answer I get is “wait 30 days for an automatic refund if you can’t find the email.” This is not acceptable when real money is involved and the problem is clearly on Meta’s side. If there is an issue with Meta’s email/SMTP system for game gifts, it needs to be acknowledged and fixed immediately, instead of leaving customers stuck for a month with no product and no solution.42Views0likes3CommentsHeadset dies fast while charging
so basically before ive updated my headset it was running fine charging to 100 with no issues and giving me hours of play time. but after i updated it it just drops super fast while charging ive factory reset it ive got the new updates and everything and it still does it. I tried to contact support and they cant and or wont do anything to help fix and or replace it. Im just kinda upset that my headset is busted after there updates does anyone know of a fix or have recommendations.9Views0likes0CommentsOakley HSTN is not responding at all
No matter what I do the glasses are not turning on or responding. I was trying to setup the app and suddenly the glasses stopped responding to the on/off button, the capture button, button at back of the case. I tried factory reset and no response. No light at all. I use to hear sound by just turning on/off but not anymore.110Views0likes2CommentsStarting at Rift 1 it’s silly that Quest in 2025 still lack basic user controls for core functions
People have been asking Meta for years to add a simple toggle to disable the proximity sensor directly on the headset. Instead, the only way is through ADB or SideQuest, which makes zero sense for a mainstream device. A native setting should exist by now. Meta also removed the option to disable the “double tap to glance” overlay. It’s now permanently on with no way to turn it off. In fast movement or dance sessions, both problems annoy constantly. Quick head movement or leaning forward trips the proximity sensor, and accidental taps or scratches activate room view. It breaks immersion every time. It honestly feels like the product designers don’t actually use the headset actively. Having to open a developer account just to disable Guardian proves it. If there are legal concerns, add warnings. Don’t take away core user control! Small note while on on the train of annoying issues about Pro: -thanks for fixing the odd rendering issue on Pro headset where a diagonal line was breaking the image on the headset after updating to v80 and up its gone BUT when will your microphones ever be flawless? It's not as bad as the Rift S, but occasional mic dying turning robotic or giving a high pitch scream still appears once every few months or weeks does not happen on my Quest 3, Rift cv1, but we all know the famous Rift s mic going robot mode! (all headsets now on newest OS at the time of writing this)15Views0likes0CommentsMisaligned headset view position/ body tracking
I have a quest 3s and have had no issues for the last few days since I got it, but now my avatar in games is hunched over making it hard to see my hips or chest, and feeling like my view is from in front of my head instead of where my head is at. It also messed up my controller tracking/ perspective in pass through mode, since usually my hands and controllers would match up perfectly and the controllers would have a mixed reality effect to see battery life and a representation of my controllers in passthrough, making it hard to distinguish the two from reality to vr, but now the representation of my hands and controllers dont line up and are smaller than what I see. It's almost like everything seems a bit bigger in passthrough, but smaller in games. Long story short, can I reset the position of my body and head to line up with my own because this is making it hard to interact with holsters and causing bad arm and hand tracking in game apart from the jarring experience of seeing from a foot ahead of my nose137Views0likes6CommentsIssue: Quest 3 controllers always fall back to “Oculus Touch Legacy” in SteamVR games
Hi everyone, I recently switched to a new Meta Quest 3 from meta warranty services, i continue to use my same Touch Pro controllers and I’ve been stuck with a very frustrating issue: In the SteamVR menu / dashboard, the controllers show up correctly as Quest 3 Touch Plus (blue laser, correct 3D model). But the moment I launch any SteamVR game, SteamVR switches them to “Oculus Touch Legacy Bindings”. In-game, the controllers look wrong (smaller, with tracking rings, purple lasers) and are miscalibrated (like held backwards in Paradiddle, drumsticks pointing the wrong way). With my previous Quest 3 on the same PC, everything worked perfectly out of the box (no tweaking, games launched fine with the right bindings). --- What I’ve already tried (nothing worked so far): Full factory reset of Quest 3, complete clean reinstall of SteamVR and Oculus PC app, deleted every config folder and registry keys (AppData\Local\openvr, Steam\config, Roaming\SteamVR, Oculus folders, etc.). Tested both SteamVR Stable and SteamVR Beta. Stable → no oculus_touch_plus profiles exist → always falls back to legacy. Beta → includes Touch Plus profiles, but some games won’t even launch properly. Manually added custom bindings_oculus_touch_plus.json and oculus_touch_plus_profile.json into SteamVR\drivers\oculus\resources\input\ and Steam\config\input\. → SteamVR still insists on using Legacy inside games. Disabled SteamVR Home, disabled Steam Input (globally and per-game). Tried forcing Oculus runtime (-vrmode oculus / -oculus) in launch options. → Works only for some Unity/Unreal titles, not for all. Confirmed in SteamVR Developer > Input Debugger → games always load oculus_touch (legacy), never oculus_touch_plus. --- Summary SteamVR Stable right now does not ship oculus_touch_plus bindings. My old Quest 3 worked perfectly (must have been on a version where they were included). My new Quest 3 is stuck in Legacy mode for all games → broken calibration and wrong models. Only way it works correctly is launching games via Meta Link library or Virtual Desktop (bypassing SteamVR). --- What I need help with Is there a way to force SteamVR Stable to always use oculus_touch_plus globally for Quest 3? Or is this simply a bug/missing feature in the current Stable build of SteamVR? Has anyone else solved this without being stuck on Beta (where some games won’t launch)? Thanks a lot — this issue has been driving me crazy because my previous Quest 3 worked flawlessly, but the new one refuses to use the right controller profile. ---237Views0likes0CommentsHow to fix or pass the facebook login screen Check your notifications on another device ?
The problem is that by mistake i logged out all my facebook accounts from all other devices. from my phone mobile and from the laptop and after formatted my pc i can't log in anymore my facebook account. i also tried the other way "Try another way" but this might take days even months and so far no one helped or answered me. is there any way to bypass this problem ? my account was not locked for any reason , i just formatted my pc and since then i can't log in to my facebook account because it need my notification check on other device/s. my facebook account is: [mod edit: personal details removed] thank you.1.1KViews0likes1CommentUE5 VRNotificationsComponent issues with Quest 2
Hi, I'm trying to complete all the VRC requirements for app labs and I'm using the latest unreal version 5.3.2 with openXR. But for some reason I can't get the vr notifications component to work in a shipped build (it works in the editor and developer build). Does anyone have/had the same problem or gotten it to work in any shipped build version in UE5. I'm currently thinking about downgrading the engine version to 5.2 again and hopefully that will work.1.3KViews0likes1CommentCorrect way to pause game when headset removed / Dash up?
Hi! I am working on a VR application and I need to meet VR.PC.Functional.3. I am testing this in a simple Menu Scene I designed, and it only works partially. When I hit the Oculus button to return to the Dash, the app pauses. Hitting that button again returns the game correctly. However, upon removal of the headset and putting it back on, the OVRCameraRig never begins rendering again. I looked at the component in the inspector while this problem is occurring, and it appears the the OVRCameraRig never was SetActive(true) again. Can anyone help or give me their code that works? Thanks in advance, PicoPlanet Developing Below is my pause script, attached to a separate gameobject: using System.Collections; using System.Collections.Generic; using UnityEngine; public class MenuPauseControl : MonoBehaviour { public GameObject OVRCameraRig; public GameObject Canvas; public GameObject EventSystem; void Start() { } void Update() { if (OVRManager.hasInputFocus && OVRManager.hasVrFocus) { ContinueGame(); } else { PauseGame(); } } private void PauseGame() { Time.timeScale = 0; //Disable stuff that still work while timescale is set to 0 OVRCameraRig.SetActive(false); Canvas.SetActive(false); EventSystem.SetActive(false); } private void ContinueGame() { Time.timeScale = 1; //enable the stuff again OVRCameraRig.SetActive(true); Canvas.SetActive(true); EventSystem.SetActive(true); } } and here's my hierarchy: Any help / code would be greatly appreciated!6.3KViews0likes6CommentsAdmin Verification in org manager trouble
Trying to get myself Admin verified since I am a sole developer without a 'business' I keep getting errors saying they cannot use my drivers license photo to verify my identity. I tried maybe 10 times with different landscape vs portrait photos. Even tried my marriage license. Now it is just stuck in request under review and I cannot do anything else with it? Is there a support email for this? Or has anyone else had this issue?3.1KViews6likes4Comments