I am stuck in Meta support hell: all nine circles and no way out
I'm stuck in what feels like Meta account hell and I'm hoping someone here has been through this nightmare. My account was created with email and locked down with 2FA on a phone number I no longer have. My old carrier said there's zero chance of getting that number back, and my recovery codes are either used up or have expired somehow. I've been locked out for a week now. I've spent hours going in circles through Meta's support pages. Need account help? Check the forum—except I can't log in to see it. Login issues? Enter your device serial code—which goes absolutely nowhere. The worst part? There's literally no way to contact an actual human. No email, no support tickets, nothing. Just an endless loop of useless help pages. I'm not giving up yet, but I really need to hear from someone who's gotten through this. Has anyone successfully verified their identity with a government ID or passport to recover their account? If you've dealt with this mess (or something even worse), I'd love to know how you got out of it. I had to make an extra account to even write this disscussion post. It's really heartbreaking, because I actually love using my Quest. But I can't lie, having to go through this entire ordeal leaves a bitter aftertaste.35Views0likes2CommentsShaders missing in build
So I'm working on a VR game for the oculus quest using Unity 2020.3.6f1 and have gotten to a point where I am pretty happy with the look in unity. But when I exported it to standalone a lot of shaders were missing, the particle systems, the linerenderers and the UI were all gone. I searched a little and found that putting the associated shaders in the Graphics -> Always Included Shaders, but either the shader can't be added because it doesn't show up in the to-add list and can't be dragged in, or it has to many variants and I need to remove it. Help would be greatly appreciated! Thank you!1.4KViews0likes0CommentsGrab something with Two Hands
I'm trying to develop a game for the oculus quest, in which you can play a guitar. The guitar takes two hands to operate, and after a while of searching I haven't found anything within the Oculus Integration Package that makes this possible, and the advice given was to switch to unitys VR-SDK, XR. It seems like a really stupid limitation, not being able to grab something with both hands. It must be possible, right? Would greatly appreciate any and all help, Thank you! 😄Solved1.9KViews0likes1CommentPickup object and call function independently for each object
This is my blueprint for my vr pawn and a blueprint i want to use to pickup objects in vr and call function with. I have collision spheres on my pawn and on the blueprint, but i want the function call to only be when both "Head collision (Proximity)" and and the"Asset Collision (Proximity of food/objects)" collide. We are working on full immersion in UE4 so this part is very important, it would be a big help if i could find out how to do this. Any help is appreciated.523Views0likes0Comments