Oakley Meta Glasses - 16:4 - Landscape
Tried searching for topics relating to this but unable to find anything. Dearly hoping that there are plans afoot for a firmware release from Meta that facilitates these great glasses with the ability to film in landscape mode. I am worried that this has been a massive oversight, a what could have been potentially the most revolutionary piece kit, might end up falling short at the last hurdle. If this is the case I might just have to offload them and switch back to my other action camera. Come on Meta, please shed some light on what may or may not be on the way... at least a little hint please.8Views0likes0CommentsShorten Time-to-First-Dollar with Meta Horizon Launch Tools
Launching an app on the Meta Horizon Store is multi-faceted; it doesn’t just start on the day of publish. In fact, what you do prior to shipping your app on the Meta Horizon Store is more important than ever, and it demands a strategic launch that’ll help you stand out. A strong pre-launch makes titles easily discoverable before Day 0 and helps sustain momentum afterward. When discoverability is treated as an afterthought, developers tend to face an uphill battle for visibility post-launch. That’s why we’re excited to highlight our new video-enabled educational playbook, designed to help you think about different pre-launch strategies while you're still building and show how to generate anticipation, gather feedback, and drive early adoption. Below, we highlight each launch feature you can leverage, along with a recommended “Golden Path” sequence for effective pre-launch strategies to help you cut your time-to-first dollar. You’ll also get to hear from some other developers who have had success launching with these tools. Let’s dive in. Launch Features: Your Toolkit for a Strong Debut Meta provides a suite of launch features to help you maximize your app’s visibility and success. Here’s how you can leverage each tool: Playtesting: Gather early feedback while you’re still building Playtesting gives you a private space to gather feedback from real users. It’s your chance to validate gameplay, comfort, and performance early so you can refine with confidence. You can think of it as a small, closed test (more like micro-beta) that gives you a read on user preferences, validates core mechanics, and surfaces issues that only show up in the wild. Pro Tip: Start playtesting as early as possible—even before your app is polished. Respond to written reviews to build trust and show you’re listening to your community. "By carefully limiting access during early playtesting for UG, we were able to validate game mechanics, iterate on in-app purchase pricing, and fine-tune the experience to hit our target session length and other critical metrics. That data directly informed our go-to-market strategy. Ultimately, it’s not about whether the studio loves the game; it’s about whether players do. Testing early and often made all the difference." - Spencer Cook, CEO, Continuum "Trusted testers are worth their weight in gold. I’ve seen time and time again the power of having five to ten highly-engaged players playing directly with the developers, and I’d take this over a disparate group of thousands of players any day. The earlier this happens, the better the chances of launch success because our development decisions are grounded in real behavior and not our own assumptions about what players want." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) Coming Soon Pages: Generate anticipation within 180 days of launch Building out a coming soon page lets you showcase your app up to 180 days before launch to help build excitement and provide users with an opportunity to wishlist your title. Keep in mind that a coming soon page is best for capturing interest, not creating it. Most visibility and growth will come from your own marketing efforts off-platform, like social posts, trailers, and community engagement. Pro Tip: A/B test your store assets (key art, trailer, description) to see what resonates with your audience. "The single biggest determinant of a game’s success is pre-marketing. Whether that’s on socials, or Coming Soon pages, you need to be able to drive your community to take an action like signing up for email alerts or a Discord community." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) "Across titles like Starship Troopers VR, Hitman 3 VR, and BEATABLE, the Coming Soon page helped us inform our community and influencers early while capturing wishlists. It’s become a key tool for building awareness and demand well before launch." - XR Games Pre-orders: Secure early sales within 90 days of launch Pre-orders enable users to purchase paid apps up to 90 days before launch, while providing developers with a convenient way to convert interest into committed downloads and generate revenue before release. You’ll need a price, description, and marketing assets to set up pre-orders. "Offering pre-orders for Hitman 3 VR: Reloaded significantly increased launch-day sales by concentrating demand and excitement ahead of release. It gave us a much stronger day-one performance than previous launches." - XR Games Early Access: An open beta for ongoing refinement Launching your app with an Early Access label tells users that it’s still in development, but it also enables you to reach a broader audience, gather real feedback, and allow space to continue refining your app pre and post-launch. Apps best suited for Early Access are stable and enjoyable, but not fully polished. Remember, this is still your only chance to make a first impression, so consider carefully whether your app is ready for an audience. This feature can be especially beneficial for free-to-play (F2P) apps, where lowering the barrier to entry helps you reach more players and build momentum. And since the app is free, users tend to be more forgiving in their reviews. If you utilize the Early Access label, it is your responsibility to communicate what it means to your users. Pro Tip: Once you remove the Early Access label, it’s permanent—plan your transition carefully. "Early access let us grow a passionate community while we were still shaping the game. Their feedback sharpened our priorities and their enthusiasm created a foundation for us to build around." - Johnny Wing, General Manager, Orion Drift "Early access is fundamental to community building and game success. Of course it helps surface critical bugs early on but more importantly it creates a core group of highly invested players. The Quest Store thrives on the network effect. Players want to be the first to discover a game and be the one to recommend it to their friends and take a massive pride in discovering something early." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) "Early access for BEATABLE was critical in building a passionate community before launch. It created early advocates who helped amplify the game organically the moment we went live." - XR Games The Golden Path: Putting it all together for a recommended launch sequence The Golden Path launch sequence can set you up for maximum exposure, interest, and conversions. Using each of these features we’ve covered today sequentially can put you on the path to build an audience early, sustain momentum, and set your app up for a strong debut. In the graphic above, you can see a recommended cadence on when to start leveraging each feature. Remember, this is just a recommendation; you can define your own strategy and determine what makes the most sense for your title. "Meta has created flexible launch paths that let developers choose what best fits their game. For UG, Early Access was the perfect way to set expectations around polish, bugs, and our roadmap toward a full future launch. It invited players to join us early, get excited about the vision, and actively influence what UG is becoming. This approach let us build hand-in-hand with our community and even helped spark a wave of user-generated content as players documented the game’s growth from its earliest days." - Spencer Cook, CEO, Continuum Incentivization and Best Practices Know your audience: We’ve broken down key audience behaviors and motivations that can help you plan effective content and marketing strategies for your VR apps. Reward early adopters: Offer exclusive content, discounts, or early access perks to wishlisters and pre-order customers. Leverage off-platform marketing: Most momentum comes from your own efforts—use social media, communities, and events to drive awareness. Communicate clearly: Use Developer Posts and direct messaging on platforms such as Discord to keep your audience engaged and informed. Measure and optimize: Use integrated analytics to track what’s working and adjust your strategy in real time. Ready to launch? Start building momentum today Don’t let your launch be just another date on the calendar. Utilize launch features and our new resource guide to build momentum, engage your community, and set your app up for lasting success.74Views0likes1CommentTHIS IS PURE EVIL, META
THIS IS NOT FAIR, ITS PURE EVIL I spent years working on an app and published it on Meta store, a message appeared on app that i need to comply with meta policies or app will be blocked, saying app is spam or uses copyright content, i contacted them to enquire if they can point out which content, as i havnt used any copy right content and app is not a spam. The next day they blocked my app without any explanation, it took me years to develop that app and they blocked it without any reason any explanation. That is so unfair and cruel. Can some one explain me what is going on, because this does not sound like a fair blockage. If this can happen to me, it can happen to anybody.196Views0likes7CommentsCan't complete developer registration - SMS code not received after "device not recognized" error
I'm trying to register for a Meta for Developers account to build an app, but I'm stuck at the verification step. On my first attempt, I was able to get past the SMS verification, but then I received an error message saying my device wasn't recognized. Since that happened, I haven't been able to complete registration at all because now I no longer receive the SMS verification code. I've tried multiple times over several days, waited well beyond the 30-second delivery window, and confirmed my phone can receive texts from other services. My number is a regular carrier number, not VoIP, and isn't linked to any other Meta developer account. It seems like something on Meta's end may have flagged my number or account after that initial "device not recognized" error. Has anyone else run into this issue or found a workaround? I've also submitted a support request through Facebook but haven't heard back yet. Any help would be appreciated.124Views1like2CommentsStringscape: Turning Hand Distance into Pitch
I’m currently building a Quest experience called Stringscape, and I wanted to share the core idea and get feedback from other developers here. The concept is simple: You stretch a glowing “string” between your two hands, and the world-space distance between them controls the pitch. Closer hands → higher pitch Farther apart → lower pitch The experience is designed to be more of a creative playground than a structured music tool. I’d love to hear your thoughts. It’s currently in Early Access on Quest as well if anyone is curious to try it. Thanks!
14Views0likes0CommentsVoice and Haptics SDKs not 16kb aligned
I develop AR applications designed to run on both the Quest3 as well as Android/iOS devices in Unity. It would appear as though a couple of the aar/so files in the meta voice SDK and Haptics SDK are not 16kb aligned and cause issues when trying to deploy to the google play store (using the all-in-one package updated to latest at the time of this post, v81). Since both targets (Quest3 and Android) share build settings, it complicates deploying an APK that has these meta libraries in it. The files with issues are: mailto:com.meta.xr.sdk.voice@1613052ece81\Lib\Telemetry\Plugins\SDKTelemetry.aar mailto:com.meta.xr.sdk.voice@1613052ece81\Lib\Wit.ai\Lib\third-party\UnityOpus\Plugins\UnityOpus\Plugins\Androidunityopus.aar mailto:com.meta.xr.sdk.haptics@cd1f215a823c\Plugins\libs\Android\ARM64\libhaptics_sdk.so I did notice in the changelogs for v81 that several libraries were updated for 16kb alignment, it seems as though a few may have been missed. One big thing to note is that the two aar files DO NOT trigger the 16kb warning within the unity editor at build time, so the issue will only be caught once you upload it to the google play store for deployment.51Views1like1CommentAccessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.125Views1like0Commentspages_read_engagement permission present in token scopes but API returns error
We are experiencing an issue where the pages_read_engagement permission is correctly granted (Advanced Access) and confirmed present in our Page Access Token scopes, yet all engagement-related endpoints return error #10. App info: App Mode: Live Graph API version tested: v24.0 and v21.0 (same result) Token verification via /debug_token: { "data": { "app_id": "....", "type": "PAGE", "is_valid": true, "scopes": [ "pages_show_list", "business_management", "instagram_basic", "instagram_manage_insights", "instagram_content_publish", "pages_read_engagement", "pages_manage_posts", "public_profile" ] } } As shown above, pages_read_engagement is explicitly listed in the token scopes. Calls that FAIL (error #10): GET /{page_id}/posts?fields=id,likes.summary(true) GET /{post_id}/likes?summary=true GET /{post_id}/comments?summary=true Error response: { "error": { "message": "(#10) This endpoint requires the 'pages_read_engagement' permission or the 'Page Public Content Access' feature.", "type": "OAuthException", "code": 10 } } Calls that SUCCEED with the same token: GET /{page_id}/posts?fields=id,message,created_time → ✅ OK GET /{page_id}?fields=followers_count,fan_count → ✅ OK GET /{page_id}/posts?fields=id,shares → ✅ OK Steps to reproduce: Create a Page Access Token via Facebook Login for Business with config_id that includes pages_read_engagement Verify pages_read_engagement is in token scopes via /debug_token Call GET /{page_id}/posts?fields=id,likes.summary(true) with this token Observe error #10 despite the permission being present Expected behavior: The call should succeed since pages_read_engagement is in the token scopes and granted in Advanced Access. Actual behavior: Error #10 stating the endpoint requires pages_read_engagement — the very permission that is already granted. Additional context: The token is obtained via Facebook Login for Business (using config_id, not explicit scopes) Instagram endpoints using the same token work correctly (instagram_manage_insights which depends on pages_read_engagement) We have requested pages_read_user_content twice and it was rejected both times The issue is reproducible across API versions (v21.0 and v24.0)How to test my world in VR
I am about ready to publish my world using Worlds Desktop Editor but I want to test my world in VR first. The "Switch to VR" button in the desktop editor doesn't seem to do anything. I can see the world when I'm in my Meta Quest, but when I try to preview it, it's just an empty void with nothing in it. I suspect none of the assets are loading for some reason. The headset editor appears to be deprecated now. There must be a way to test it with my headset before publishing, how can I do this? Maybe I just don't know how to use the "Switch to VR" button. (I've connected my headset to my desktop as well with no luck...)28Views0likes1Comment