I lost my developer account and can't verify again.
As subject, I lost my developer account and can't verify again. Once I logout from app Meta Quest, I found that I lost my developer account when I login. I tried to setup two-factor authentication but I can't recieve SMS although waited for few minutes. Even I tried different phone number. Can anyone help me but I wouldn't like to add credit card. Thanks a lot!!524Views0likes1CommentUnmounted event fired when grab specific 3d model with unity, mrtk
Unmounted event fired when grab specific 3d model with unity, mrtk. The entire content gets stuck and the app appears to be paused and then returns to normal when i grab specific 3d model, i can find this unity log UnityRecenter event detected UnityOVRDisplay:Update() UnityOVRManager:Update() Unity[OVRManager] HMDUnmounted event UnityOVRManager:Update() UnityRecenter event detected UnityOVRDisplay:Update() UnityOVRManager:Update() and i can find quest log These are the surrounding logs that are marked as UNMOUNT. 16:41:18.478 2107 2957 I [SEO] ShaderCache: ShaderCache::compiling PBR shader for featureMask 576 16:41:18.482 2107 2957 I [SEO] InputTelemetryLogger: Adding hand deviceId = 3 16:41:18.505 1881 3333 I ServiceInputManager: HANDTRACKING hand 0 status set to OutOfView 16:41:18.510 2107 2957 I [SEO] ModelDef: Destroying ModelFileModel guardianLaserBeam.gltf.ovrscene 16:41:18.510 2107 2957 I [SEO] ModelDef: Destroying ModelFileModel pinchArrowBlend.gltf.ovrscene 16:41:18.510 2107 2957 I [SEO] ModelDef: Destroying ModelFileModel guardianLaserBeam.gltf.ovrscene 16:41:18.510 2107 2957 I [SEO] ModelDef: Destroying ModelFileModel pinchArrowBlend.gltf.ovrscene 16:41:18.522 2107 2957 I [SEO] InputTelemetryLogger: Removing device 3 16:41:18.528 796 30464 W Tracking : NIMBLE:ExposureControl: [Throttled count=24] Unable to compute adjustment without histogram data 16:41:18.616 785 1240 I MRSS : boltlib: DSP utilization: 17.67 % (889 / 5031 ms) 16:41:18.663 785 29913 I [CT] : HandPosePrediction: Set sampler config enum for v59 30 Hz 16:41:18.663 785 29913 I [CT] : HandPosePrediction: Set sampler config enum for v59 30 Hz 16:41:18.807 1881 3330 I JniUtils-inl : Creating temporary JNIEnv. This is a heavy operation and should be infrequent. To optimize, use JNI AttachCurrentThread on calling thread 16:41:18.820 2878 2905 I [CT] : SP:AF:AnchorFramework: calculateRigidScenePose: Located 7 / 7 anchors for calculating rigid scene pose 16:41:18.821 2878 2905 I [CT] : SP:AF:AnchorAccuracy: New Rigid Scene calculated using 7 anchors attached to 1 IAs. 2.0497986970003694 seconds since last update 16:41:18.821 2878 2905 I [CT] : SP:AF:AnchorAccuracy: New scene origin pose: -0.9424852728843689 -1.1088669300079346 0.9330440163612366 : 0.574651300907135 -0.5746512413024902 0.41203874349594116 0.4120386838912964 16:41:18.821 2878 2905 I [CT] : SP:AF:AnchorAccuracy: New scene origin pose moved: 0.0002209468511864543 translation 2.1308678697096184e-05 rotation 16:41:18.850 612 960 I SyncBossHAL : [info ] syncboss_hal_powerstate.c(54): Reporting powerstate event: PROX_OFF 16:41:18.850 612 960 D SensorService : Received Powerstate PROX_OFF 16:41:18.850 796 4020 I TrackingService: ActivityMonitor: prox_off event received 16:41:18.851 1076 1332 I VrPowerManagerService: transition from HEADSET_MOUNTED to HEADSET_UNMOUNTED 16:41:18.851 29647 29668 I VrRuntimeClient: UpdateEvents: HMT was UNmounted 16:41:18.852 1881 3333 I UnifiedTelemetryWrapper: Stopped UT session don 16:41:18.852 29647 29668 I Deque : AddEventToQueue called. eventInfo.type: 1000075000, eventInfo.next: 1 16:41:18.852 29647 29668 D OVRPlugin : HandleOpenXREvents(): XrEventDataMountStateChangedFB 0 16:41:18.824 0 0 I init : processing action (sys.hmt.mounted=0) from (/vendor/etc/init/hw/init.eureka.rc:15) 16:41:18.824 0 0 I init : processing action (sys.hmt.mounted=0) from (/vendor/etc/init/hw/init.anorak.rc:413) 16:41:18.852 785 785 D SensorClientUtils: Received transition request from RUNNING to STANDBY 16:41:18.852 785 785 D SensorClientUtils: Skipping no-op transition from RUNNING to STANDBY 16:41:18.852 796 7016 D SensorClientUtils: Received transition request from RUNNING to STANDBY 16:41:18.853 796 7016 D SensorClientUtils: Skipping no-op transition from RUNNING to STANDBY 16:41:18.852 751 7104 D telemetry : Transitioning to session state: Active Session, Headset Not In Use Can i find out the cause?518Views1like0CommentsApp Lab Alpha Release Channel - users not getting opt in email
I have added several users to the alpha release channel of my app, but no one is getting notifications in their emails and no one can see the app in their library. The documentation on this is confusing, here it says they will get an email once I've added them (but they are not getting the email) https://developer.oculus.com/resources/publish-release-channels-add-users/ here it says the app will show up in "my preview apps" but doesn't mention the notification email https://developer.oculus.com/resources/publish-release-channels/ In addition I can't seem to change the app banner without doing a final submission, that's not helping anyone find it in their library either. How can I change the icon?2.2KViews2likes3CommentsStuck in App Store Review for 7+ months
Hello, I'm developing a game for the Quest 2 as part of a small indie studio. We submitted our game to be reviewed for the oculus app store, and it's been stuck in review for over 7 months. I understand the average is 3 months, so what's going on? We have had no communication from Meta, no emails, no activity, and there's no way to contact them. We also can't resubmit our game for review, so there's literally nothing we can do. Is anyone else experiencing this issue? How are you dealing with it? It's been so long that we're about to release the game on Steam in early access. We wanted to release on Steam and the Quest at the same time as we have cross-platform multiplayer, but we can't release on the app store until Meta's review is complete. The game's optimised and ready to go for the Quest, it's just this review process that's stopping us, and it's about to kill the company. We're at a loss here, what do we do?1.5KViews2likes4CommentsI'm having trouble publishing the add-on I created?
Hello all, I am adding in-app purchases to my Oculus app. I have created add-ons and provided all the details, but when I try to publish the add-on, it says "Please finish filling out your add-on's metadata." I have already provided the add-on metadata, as you can see in the screenshot attached. Please help me resolve this issue. Thanks in advance.665Views0likes0CommentsCannot access my Developer account or Meta with 2FA?
I got logged out of my developer account and couldn't remember the password. I reset the password and entered a confirmation code. Now, it wants F2A. It's using an old phone number. That won't work. It also asks for a recovery code. No idea. Where would I find it? I work for a VR company that has an app on the Meta Store. I need my developer account to work.527Views0likes0CommentsRejection of admin verification request
I'm having no luck getting Meta to verify my admin request for my Meta Quest Developer account. I've uploaded a driver's license and passport as photo ID and made sure I adhered to all the stipulations for the image to be checked but I just get constantly rejected. I believe automatic detection is used to read information on the documents sent but it's either broken or too strict to pass anything. I've tried using different browsers as was suggested in a previous post but still no joy. Where do I go from here? Is there human support that I can contact to get verified?851Views0likes0CommentsTrouble with MR applications in Quest
Hi there, When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR application can't get the room data that has been set up. It will jump to the room settings in the system. After we finish the setting, click the Finish button and return to our MR application, it still do not have the room data. We printed the log in the UpdateHMDEvents in the OVRManager.cs file, and found that the data.Result=-1000 in the case of OVRPlugin.EventType.SpaceQueryComplete when packaged into the apk, which is different from the one printed when using the Oculus Link function in the Unity editor. Oculus quest 2 system versions we have tried: V50, V51, V53 Oculus SDK versions tried: V50, V51, V53 Unity version: 2021.3.16f1 We would truly appreciate you help on how to fix the problem. Thanks and best regards644Views0likes0Comments