SERIOUS ISSUE Quest Pro not Casting and I'VE DONE EVERYTHING!!
Please don't skip this isn't your run of the mill I can't get this going post. I have been working in and using the developer hub for along time and I CAN NOT GET AN ANSWER FOR THIS ISSUE! Long story short I can not cast through the Quest Pro on MQDH. When I try to cast I get the same error listed below. This used to work fine, it also worked on my laptop, now it works on neither. Also when I try to record it says the "display is off ...it's not. A few others have reported this issue with NO RESOLVE. I've tried everything, factory reset headset, factory reset PC, everything is updated, tried rolled back version of MQDH ETC and still not dice. It works fine with my Quest 2, I can also cast with the Quest Pro through sidequest AND the oculus casting website no problem but you can not record quality mixed reality content so they are worthless. This is only an issue with the MQDH and only with my Quest Pro. I'm not sure if it is the root cause but "allow usb debugging" does not pop up when I plug the pro in but it does when I plug the Quest 2 . I've been at this for weeks with no help! Everything is correct, developer mode, my developer mode account. I've tried turning developer mode on in of while the app while in the headset. I've tried different cables, different pc, even different operating systems and it STILL it refuses to work and it used to. I've toggle usb displays and developer options in the headset etc. Once again I'm not sure if this is the cause but it's the only thing different between the Quest 2 and Quest Pro when trying to cast. The worst part is it used to work, I didn't touch the headset for a month and now this.2.9KViews2likes8CommentsHelp, can't pass verification and get "successful" after "Verify Entitlement" blueprint
Help, can't pass verification and get "successful" after "Verify Entitlement" node . I add these lines to the "DefaultEngine.ini" file: [OnlineSubsystem] DefaultPlatformService=Oculus bHasVoiceEnable=true [OnlineSubsystemOculus] bEnabled=true OculusAppId=[my app id] When I tested this earlier, half a year ago, it worked, but now no matter what I do I can't get success. What changed? What am I doing wrong? I created a new app in appLab and took the App ID from there. But I didn't upload the app itself to the server.1.7KViews1like4CommentsNot Sending and SMS code to any phone!
I've been trying to get a developer account for my app but I need to verify my account. In order to verify my account I need to get a 6 digit code number through text but your system is failing to give me a code. There is no error message or anything when I resend a SMS code. I've tried multiple phone numbers, and waited hours before my last attempt and now I'm getting a message that my account my get restricted for spam?! I wouldn't be spamming if I got a code. Please Help!! MetaStoreHelp1.2KViews1like0CommentsUnwanted Recenter capability and other inconsistencies
I can't figure why the oculus button make the view to be recentered despite of the fact the OVRCameraRig tracking mode is set to Stage and the Allow recenter isn't checked. I did erase the Guardian setup, restart the headset, restart Unity, clean Build, but nothing works. Everything was fine till today, I didn't changed anything about those settings, it's a pity to experience so much unconsistencies. In the same order of weird bahaviors, till now the local world axis was aligned perpendicular with one of the guardian boundaries. Now it is aligned depending on the direction you're looking at with the headset.... How can I work seriously when I can't manage critical behaviors like these??? I'm angry...grrrrr maybe I should have bet on the HTC environment... And this topic will not have any answer from meta enginers, of course. They sell quest pro but don't care if you're doing something with it. It is not acceptable to have to fight with essential features like that. Why the hell there is no world axis setup built-in the headset??? Why the hell I can't define a custom OVRBoundary? Why the hell the avatars shaders are messing? Are you serious? I spent 2000 euros for both quest and quest pro, and nobody's here?? I want a f...g hotline 24h a day.1.1KViews0likes1CommentBuild Support for OVR Lipsync in WebGL
Hello I was trying to build an web app using OVR Lipsync in Unity, it works perfectly when used in unity but it doesn't seem to work for WebGL build. I get this type of error - "output 2.framework.js:10 DllNotFoundException: Unable to load DLL 'OVRLipSync'. Tried the load the following dynamic libraries:" Can someone guide me on how to add this functionality to compile this plugin for WebGL. Thanks.1.1KViews0likes0CommentsError: Could not resolve host graph.oculus.com when using Users.GetUserProof() from Platform SDK
Title. Has anyone had this error before or is anyone aware of a fix? User ID and User Profile is active on my data use checkup. I am running tests on a Quest 3 and it is using my main quest profile which is connected to the organization which my app is registered to. Thanks.700Views0likes1CommentFacebook ad manager & Oculus Store
Hi everyone, So we launched a VR Game and want to advertise it on Facebook & Instagram. We do that in the Facebook ad manager for our game in the oculus store. The problem is that we can't track if the ads are doing anything at all. We don't see purchases in the Ad manager, although the SDK is implemented. Do you guys have a solution for this? Shouldn't we see the purchases from our ads directly in the ad manager from facebook?616Views0likes0Comments