Error Occurred: Generate new device code
I went to play an online game a few days ago, and it kicked me out telling me to go make a meta account. i do all the steps to make on, and then it tells me to go to www.meta.com/device to put in the code it prompted me with. I put in the code, and it said an error occurred, Generate new device code. Now i tried again a few days later, after that error happening many many times, and now it says the account I'm using does not match my purchases and stuff on my oculus account, saying I'm using a different account, BUT IM NOT. i really need help because I can't play any games.Solved280KViews87likes134CommentsQuest 3 - Liquid & Debris Error
Got the Quest 3 ten days ago. I've gotten warnings about USB-port containing some debris or liquid, when unplugging or plugging the USB-cable to Quest 3. This has also happened when I power up the headset with its power button. It is a popup window with this warning message. I have no idea if this is software or hardware issue. I got this message first time when I booted the headset for the very first time and plugged the USB-cable to headset. There is obviously no liquid damage or visible debris in the USB port, the device charges OK, I've charged the headset maybe 2 to 3 times, and today I again got a warning when I pressed the power button and the headset booted.Solved43KViews19likes17CommentsOculus Link Infinite Loading?
I've been using Quest + Link almost since release and it has been working just fine but now all of a sudden it has stopped working. It says on the oculus client that my Quest is active and ready to go. I put on the headset and enable oculus link. When I do that my screen goes black and then I'm stuck on an infinite loading screen. All I can see are the three moving dots and nothing else. I've tried reinstalling, repairing and restarting the oculus software but nothing has worked. Any help would be greatSolved230KViews15likes38CommentsKnown Issue - V65 - V67 USB-C Debris/Water Warning
Not a solution - Marking for visibility Known Issue Hello everyone! I have observed that a significant number of users are still encountering the USB-Debris error even after the V64 fix was distributed to everyone. Consequently, I have taken the initiative to inform the team and create this fresh post in order to distinguish between those who faced the issue in the previous post and those who are currently experiencing it on V65-V67. We would greatly appreciate if everyone could please provide the following information: What's the full version number of your headset? (62.0.0.####### or likewise) Quick Settings > System > Software Update What's the full version number of your PC app? (62.0.0.####### or likewise) General > Scroll down to the bottom of the page. Is your PC app on PTC? Are you enrolled in Quest PTC? Any potential workarounds? Which headset is everyone using? Is this only happening with the Quest 3 currently, or is anyone experiencing the same thing on their Quest 2 and Pro I'll do my best to keep you all updated as soon as I find out anymore information! Update 5/26/24 Hey everyone, a little update for you - our awesome engineers are on top of this issue. Don't forget to send in your detailed reports and share any info you have, especially if this problem is new to you. Your input is super valuable! Update 6/6/24 I just wanted to give everyone a quick update that there haven't been any major changes yet. However, I want you all to know that I'm actively monitoring this thread every day and passing on any information that users provide to the engineering team. Update 6/11/24 The engineering team would like me to gather the serial numbers of the headsets of all those affected. Please send me a private message with your serial number. Please do NOT send your serial number in this or any thread publicly. Update 7/3/24 Thanks to all who sent in their Serial numbers. Our engineers are still looking into this matter and are working hard to resolve it in an future software update. Update 7/9/24 We appreciate all those who have provided their serial numbers. If you are still encountering the issue even after updating to V66, please reach out to our support team via private message here for further troubleshooting assistance.118KViews9likes111CommentsImmersive Debugger spams error message
Hello Community, i try to use the Immersive Debugger in a Unity 6 project. But i do not get to manage that the following error message disappear: "In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None." My guess is, that the error appears because of the debugger itself. The error will not be printed in the Unity Log if i start the application with the Simulator (but it will also appear in the Immersive Debugger Log). Has someone an idea whats wrong?2.8KViews7likes14CommentsBug in latest Quest 2 Os Version, createScreenCaptureIntent not working
Last version of Oculus 2 software Version: 32.0.0.58.353.311069636 OS Version: user-18371800151900000 Edit: Latest version still not working Version: 33.0.0.46.367.328965050 OS Version: user-19130100108500000 Edit2: Latest version still not working Version: 34.0.0.91.366.316373824 OS Version: user-20169900217500000 Edit3: Latest version now working Version: 42..... But not working with handtracking. Confirm screen has it disabled and cannot do anything untill user picks up a controller and confirms/denies it. has a new bug (was working in previous version 31.1....) and is working fine on other devices with android 10 The new bug is with asking for screen capture permission, If an app asks for it, exception is thrown. This should be working, there is no other way to get the required permission for screenCapture / recording private final ActivityResultLauncher<Intent> resultLauncher = registerForActivityResult .... .... MediaProjectionManager mediaProjectionManager = (MediaProjectionManager) getSystemService(MEDIA_PROJECTION_SERVICE); resultLauncher.launch(mediaProjectionManager.createScreenCaptureIntent()); throws android.content.ActivityNotFoundException: Unable to find explicit activity class {com.android.systemui/com.android.systemui.media.MediaProjectionPermissionActivity}; have you declared this activity in your AndroidManifest.xml? at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:2056) at android.app.Instrumentation.execStartActivity(Instrumentation.java:1716) at android.app.Activity.startActivityForResult(Activity.java:5211) at androidx.activity.ComponentActivity.startActivityForResult(ComponentActivity.java:574) at androidx.core.app.ActivityCompat.startActivityForResult(ActivityCompat.java:234) at androidx.activity.ComponentActivity$2.onLaunch(ComponentActivity.java:208) at androidx.activity.result.ActivityResultRegistry$2.launch(ActivityResultRegistry.java:166) at androidx.activity.result.ActivityResultLauncher.launch(ActivityResultLauncher.java:47) Any suggestions? Or is my only option to hope they fix it in another version?Solved28KViews6likes46CommentsQuest 2's "Go LIVE To YouTube" Feature Not Working
So recently I've seen that in the Camera, there's now an option to go live on YouTube and see your chat while you stream. I've tried to use this feature, but every time I do it always says "something went wrong". (for the record I use OBS studio and stream the oculus.com/casting window. WHAT I'VE TRIED: - Going live on OBS then casting - Starting a scheduled live If someone could please tell me what I'm doing wrong I would appreciate any help.14KViews6likes37CommentsHey META we need to improve the way updates of the SDKs are made
First of all thank you Meta for the hard work to improve the SDK with a lot of frequency BUT can we please find a way to make the SDKs updates less horrible? 50% of the time after an update from the package manager something breaks in the project, and I dont mean incompatibly, I mean stuff with the packages, library folder etc I was so excited to try the new Depth API with v67, but I had to rollback everything to v66 because I couldn't get rid of an error not finding OVR Input. Its amazing to have a rapidly evolving environment for Quest but please lets make this in a better way, starting by updating the version number on ALL packages, make it as easy as update the main package and that it updated all the dependencies.5.2KViews5likes15CommentsPotential Fixes and Workarounds for "Liquid or Debris in charging port" warning
Hi everyone, After struggling with the issue of the "liquid or debris found" error message when using the link cable for development and pushing builds, I thought I'd share a couple of workarounds that seem to work some of the time until Meta issues a fix for this. 1) Try a different port on your computer, maybe a different type of port. I had the error pop up nearly 100% of the time I plugged in my cable when I was using a USB type C 3.2 port on my computer. When I switched to using a USB 3.2 type A port with an adapter, I am experiencing the issue much less. I am yet to use this for an extended period of time but I'll provide an update on how frequently the error pops up later. 2) Use ADB over Wifi. If you can get your headset connected at least once, it may be worth the time to get the Meta Quest Developer Hub and try using ADB over Wifi. I believe you have to connect the headset over cable once before you can use this feature but it may save you some time down the line. Of course, this won't work with features like Unreal's VR Preview but you will still be able to package projects and push the APK over wifi as long as you are fine with waiting for the time it takes to package every time.941Views5likes1Comment"Multiple Devices Can't Access This App At The Same Time" Error for my App with Latest QuestFirmware
In-house Quest 2 headsets started getting this error ("Multiple Devices Can't Access This App at the Same Time") as soon as they got the new firmware today, whenever more than one person (logged into the same developer account on multiple Quests) launched the application at the same time. This hasn't been an issue for us in the past. I assume there's some permission flag we need to set to allow this, but I'm struggling to find it. Does anyone have any guidance? Thanks! -Eric11KViews4likes13Comments