Removal of the option to disable Double-Tap Passthrough is causing serious issues for VR arcades
Hello,I own a VR gaming center and we use multiple Quest headsets for customers. After the system updates released around October, the option to disable the Double-Tap Passthrough feature was removed from the settings. This change has created a serious problem for VR arcades like ours. During gameplay, customers often adjust the headset strap or accidentally touch the headset, which triggers the double-tap gesture and activates Passthrough. When this happens, the game immediately gets interrupted and the player is pulled out of the experience. For a home user this might not be a big issue, but in a commercial VR gaming environment it causes a lot of frustration for players and negatively affects the experience we provide to our customers. Previously, there was a setting that allowed us to disable this feature, which worked perfectly for our use case. Since it was removed, we have been experiencing frequent interruptions during gameplay. I have already contacted Meta support and submitted bug reports about this issue. I was informed that the feature is currently unavailable in the latest software version, but I would like to strongly request that the option to disable Double-Tap Passthrough be restored in a future update. Many VR arcades and commercial setups rely on stable, uninterrupted gameplay, and having the ability to disable this gesture is extremely important for our businesses. Please consider bringing back the option to disable Double-Tap Passthrough in the system setting ble-Tap Passthrough in the system settings. We've been suffering for 5 months now. I mean, it could simply be put in the settings to give users the freedom to choose whether to enable or disable it. Thank you.235Views1like2CommentsUnable to receive SMS verification code required to create Meta for Developers account.
I am attempting to register for a Meta for Developers account at developers.facebook.com to build an Instagram Graph API integration. The registration flow requires phone number verification via SMS, but no verification code is ever delivered to my phone. Environment: - Country: South Korea - Phone: regular carrier-issued mobile number (not VoIP, not virtual) - The same number receives SMS from all other services (banks, Google, Apple, etc.) without issue - Personal Facebook account is active and in good standing; this phone number is already linked to it - No existing Meta for Developers account associated with this number Symptoms: - The verification screen displays "Code sent" but no SMS arrives - Waited well beyond the stated delivery window on each attempt - After repeated requests, the system rate-limits further attempts - Issue persists across multiple browsers (Chrome, Safari, Firefox), incognito mode, and different network connections (home Wi-Fi, mobile data, different IP) Troubleshooting already attempted: 1. Re-added phone number to Accounts Center two-factor authentication (SMS option) — no SMS received 2. Attempted WhatsApp verification path via Accounts Center — failed 3. Waited 24+ hours between attempt batches to avoid rate-limit lockouts 4. Tried different devices (desktop and mobile) 5. Verified phone number is correctly entered with +82 country code 6. Confirmed carrier (Korean major carrier) is not blocking short-code SMS 7. Checked spam/blocked-sender settings on the phone — clear Data loss / abuse: None. This is a pre-account-creation issue. I have not lost data or experienced abuse; I am blocked from creating the account in the first place. Impact: I cannot proceed with building the planned Instagram Graph API integration until phone verification is resolved. Request: Please manually verify my phone number on Meta's side, or provide an alternative verification path (email-based, ID document, etc.).100Views0likes0CommentsQuest/Meta Account Permanently Disabled After Apparent Compromise ++ No Appeal Path Available
Hello everyone, I’m posting on behalf of a member of our Ghost of Tabor community who appears to have had their Meta account compromised before being permanently disabled. The user suddenly lost access to their Meta/Quest account and now cannot access their purchased VR content or properly use their headset. The system currently states the account is permanently disabled with no meaningful review or appeal option available. What makes this especially concerning is that security/session logs later revealed unauthorized activity originating from Ho Chi Minh City, Vietnam, which does not match the user’s actual location or normal usage history. We have screenshots showing unexpected API/mobile session activity and foreign login/session locations shortly before the disablement occurred. This appears much more likely to be a compromised account or stolen session/token situation rather than intentional misconduct by the account owner. The affected user is a positive member of the VR community and helps mentor newer Ghost of Tabor players, so this situation has been devastating for them. We are respectfully asking: Is there any way to get this case reviewed by an actual human? Are there escalation paths for compromised Quest accounts that become permanently disabled? Has anyone here successfully recovered an account in a similar situation? Any guidance would genuinely help. Thank you, DonZzzilla Image of unusual activity (First IP address is friend's which i've obscured):96Views2likes1CommentBest way to improve blurry textures/images before importing into VR?
I’ve been working on a small VR project and noticed that some images/textures look blurry after importing, even though they seem fine outside. I tried resizing and changing formats, but still not getting good clarity. Recently, I tested enhancing images before importing, and it actually improved the results a bit. I used something like https://reminniapk.com/ just to clean up details first. Is there any better workflow you guys follow for this?Solved96Views0likes2CommentsOVRCameraRig per-eye camera mode appears to double effective IPD (world scale distortion)
I found what appears to be a stereo geometry bug in Unity when using OVRCameraRig in per-eye camera mode. Sharing this with the community so others can reproduce and verify. Summary With OVRCameraRig per-eye cameras, behavior suggests effective IOD/IPD is being applied twice: Left/right eye transforms are already separated, which is expected for per-eye mode. But the final rendered behavior still looks like additional eye separation is being applied elsewhere. In practice this causes: world appearing too small compressed perceived distances movement gain mismatch versus real-world motion This can persist even when Camera.stereoSeparation = 0, which suggests the extra separation is not only coming from that property. When both per-eye cameras are forced to the center-eye position, with zero horizontal separation, scale and distance perception return to normal while stereopsis remains visible. Testing Environment Unity 6000.3.2f1 LTS Meta XR SDK 85.0 Meta Quest 3 Meta Horizon Link Reproduce Project repo: https://github.com/Danial-Kord/meta-quest-sdk-stereo-ipd-bug Contains: minimal OVRCameraRig setup two behavior-based validation scenes world-space UI and controller tools workaround script: CustomIPDOverride Test A: Dual Iron-Sight Alignment (SampleScene) Two iron sights, one per eye. Adjust horizontal offsets until both sights perceptually align. Measured separation at alignment: Per-eye default: about 12 cm Non-per-eye: about 6 cm Per-eye plus override, cameras centered: about 6 cm This suggests per-eye default behaves like about 2x effective IOD. Test B: Monocular Head-Center Alignment (HeadCenterExperiment) This is a second test independent from dual-sight balancing. Procedure: Align a single iron sight while only one eye is active. Switch to the other eye only. Physically move to align the same sight again. Compare the two saved headset poses. The difference between the two saved headset poses is used as a measure of effective IOD. Compared modes: per-eye mode: about 12 cm after test per-eye plus centered-camera override: about 6 cm after test This provides another alignment-based check of geometry consistency. Interpretation Results suggest per-eye mode in OVRCameraRig may be composing eye separation from more than one source, such as transform offset plus another pipeline stage, yielding doubled effective IOD in default behavior. Possible Fix Direction For per-eye mode, use only one baseline source: Option A Keep per-eye transforms centered and let the internal or native stereo path apply IPD. Option B Use transform offsets of plus or minus IPD/2 and ensure no additional separation is applied downstream. But not both simultaneously. Workaround CustomIPDOverride, my custom camera placement override, hooks into: OVRCameraRig.UpdatedAnchors LateUpdate Application.onBeforeRender It forces anchors from center with a configurable proportion, including zero. In my tests, this restores expected alignment and perceived scale. Request for Reproduction If anyone can reproduce this on other versions or devices, please share results. I can also provide: in-headset videos runtime logs for OVRPlugin.ipd, eye anchor transforms, and camera separation values stripped-down package Links Project repo: https://github.com/Danial-Kord/meta-quest-sdk-stereo-ipd-bug GitHub: https://github.com/Danial-Kord/ Email: danielkordm@gmail.com Our lab: BioMotionLab - Nikolaus Troje | York University Thanks for reading! Let me know your comments on it. Best, Danial Kordmodanlou82Views0likes1Comment[SEV-2 URGENT] Meta Pro advice broke 136k member group - 4 weeks blank feed
SEV-2 ENGINEERING ESCALATION - META PRO MISADVICE Group: https://www.facebook.com/groups/Indians1nSydney/ , 136k members, created 2007 2025-03-23: Per Meta Pro Team advice, changed Hidden->Visible within 5 min of prior change. Prior week: Changed Private->Public->Private, violating 28-day rule due to Meta Pro advice. Current state: Admin sees full feed. 136k members see blank feed, cannot post/comment, all platforms. Group UI shows "Pending Public in 3 days" but group has 136k members, exceeding 5k limit for Public switch. ROOT CAUSE: Rapid privacy/visibility toggles on legacy large group caused permission sync failure. Violates Meta policy engine but UI allowed it. IMPACT: 20-year community, 136k users, 4+ weeks total outage. REQUEST: Manual ACL resync by Groups Infrastructure team. @metatommMetaRowenMetaTommMetaJaneTest78Views0likes4CommentsWhatsApp restricted — Cannot update website URL on verified Business Portfolio
I'm stuck in an unresolvable circular dependency with my verified Business Portfolio. Business Portfolio ID: 1147120663467204 WABA ID: 1931752504376679 Support case: #1420366969273141 TIMELINE: - Dec 23, 2024: Business verified with domain automall.click - Domain automall.click expired and was acquired by a third party ($100+ to repurchase) - New domain autosmall.org added and verified under Domains section - Mar 11, 2026: WhatsApp Business restricted — "website listed in Business Manager profile couldn't be found" THE DEADLOCK: 1. Cannot edit "Website" field in Business Info → locked because business is verified 2. Cannot unverify business → option not available because WhatsApp is restricted 3. WhatsApp restricted → because old website (automall.click) doesn't resolve 4. Old website doesn't resolve → cannot edit it (step 1) WHAT I'VE TRIED: - Contacted Meta Business Support multiple times (case #1420366969273141) - Support bounces between WhatsApp team and Business team - Updated WhatsApp Business Profile via Graph API with correct domain (success) - Attempted to update business website via Graph API POST (silently ignored) - New domain autosmall.org is verified in Domains section - Requested account review (status: PENDING) - Josue from Meta support confirmed: fields are locked after verification WHAT I NEED: A Meta engineer to either: a) Manually update the "Website" field from automall.click to autosmall.org in the verified business info b) Temporarily unlock the Business Info fields so I can update and re-verify c) Lift the WhatsApp restriction so I can access the unverify option This is blocking my entire business. My platform (autosmall.org) is live and functional but I cannot use WhatsApp Business API because of this bug. Has anyone else experienced this? Any Meta engineers who can help escalate?73Views0likes1CommentAR Overlays for Ray-Ban Meta Glasses: Education Tutor + TCG/Warhammer Anti-Cheat & Fun Coaching!
Hey Meta Team & Community, I'm Mohamed, gaming/tech fan (Yu-Gi-Oh!, Pokémon TCG, Magic, Warhammer 40k, poker). Ray-Ban Meta glasses are awesome with AI vision/audio – but let's make them a game-changer against social media negativity (depression/suicide vibes) by turning them into fun learning tools! Key Feature Ideas (using camera/AR display): Homework Helper: Scan exercises, AI checks only after you finish, highlights errors in yellow, explains/revises step-by-step. Hands-free tutor for kids – no parents needed! Miniatures (Warhammer 40k): Live AR rules, damage points, optimal placements, win/loss trackers. Makes complex games beginner-fun. Card Games (Yu-Gi-Oh, Pokémon, Magic, Flesh and Blood): Instant card scans for effects (anti-cheat vs fibs!), yellow alerts for combos/activations/fusions, attack animations. Physical play feels like mobile apps – tournament-ready! Poker/Strategy: Real-time tips (raise/all-in odds, card counting), rule reminders. Teaches game theory safely. Why? Builds positivity: School integration (expand Meta for Education), dev community/apps via Wearables SDK. Host dev challenges! What do you think? Kudos if you love it – let's push Meta to build this! 🕶️🎮 RayBanMeta MetaAI AREducation TCG73Views0likes1CommentSpatial Anchors
Hello, I have a virtual reality arcade and we use a free roam game where players can move completely freely in a 300-square-meter space. The game system allows 10 players to be in the same place, but we use Meta Quest 2 headsets and Spatial Anchors for tracking and map building. However, we sometimes encounter issues such as drift or a player losing tracking and ending up in a different location. Even though we fill the room with pictures, posters, and good lighting, these problems still persist. I believe the issue is with the technology itself. Does anyone have an explanation or suggestion for this problem? Is the issue with the Spatial Anchors system itself? For reference, we can control the game since I am the developer.72Views0likes1Comment