Absolutely Disgraceful!
I'll try to be brief. I recently had issues with my Quest 2 headset that I arranged with Meta to have replaced. We had extreme issues with the shipping process in the very beginning but somehow managed to work through that. Once Meta had received my headset and I had been made aware, I was told that there was a 3-5 day turn around for processing before it was shipped out. After 7 business days I had still heard nothing, so I reached out to Meta Live Chat who informed me that while yes, it had been received, nothing had been done with it so far and they weren't sure why. They couldn't give me any more than this. They opened an investigation which they assured me would take 3-5 working days to complete and I would be updated with what was happening. During that waiting period, I received emails from Meta saying that my case was their top priority etc (at ridiculous hours of the night over the weekend) but still no actual updates were given. I responded to the most recent email asking for an update and have been ignored. I have just now, on day 5, been in touch with Meta Live Chat who are, once again, telling me that there is no update, there is nothing they can do and all I can do is wait. I asked to speak to a manager and was told I would have to email... which I have done and been ignored. I asked to speak to someone in the complaints department... and was told that I had to do so here on the community forum. Funny complaints department if you ask me. I have no update, no support, no clue as to what's going on. Nothing. I feel as though I have been brushed off at every turn and am left with no headset and no options. I am furious. Actually, furious doesn't even begin to explain how I am feeling. This is an absolutely disgraceful display of competence and customer service on Meta's part. What am I meant to do here? Does anyone have any suggestions or anything helpful to add?62Views2likes2Comments78.1028 Neverending Update Loop
What’s up with 78.1028? I can’t get my MQ3S to update. It tries to download, oddly wants to restart to apply update at the 90% mark, restarts, and then does that again, and again, and again, and again, and again…and now it’s like 1000-degrees of heat…and trying again, and again. What’s up Meta? Relying on interns and AI pair programmers again?408Views1like13CommentsVirtual Reality Check (TEST BLOCKER) - FAILED
Can someone advise how to overcome this unusual review response from our app? Our app is designed to control a line of educational robot products. The robots have a camera and servos, arms, legs, etc. The Oculus app allows the user to view what the robot sees, move the robot with their hands, and the robot will mimic their movements. This allows visual programming and remote telepresence to prepare children for a futuristic workforce where humans and robots work together. However, our app is denied by the review process because it requires a robot product. How can we work around this to allow the app to be accepted? Unfortunately, it took many months to receive a FAILED review. Meanwhile, millions of students across 70 countries who use our robot products are now denied this educational experience. Any recommendations are welcome - thank you.2KViews0likes2CommentsLabs review team confused by ASW (Application space warp)?!
I submitted our app for labs. After a couple of decades weeks the feedback is: "The app runs noticeably lower than 60 frames per second on supported devices". Well if you only look at Oculus' own review tools then yes, it says 36 FPS when application space warp is in use. It is running at 36 FPS steady, as intended. And thus with ASW it becomes around 72 FPS. Please educate the review team! 😄 Also: The Oculus Dev portal is extremely buggy, the UX is terrible, review times are far too long, I never receive emails after a review has taken place, locale is only correct here and there (a mix of english and norwegian in my case) and labs is far from what it is supposed to be in my opinion. Labs makes it sound like something innovative, a way to quickly iterate on ideas. Instead it is a total blocker. Apple AppStore reviews are a breeze in the wind compared -can you believe it!?1KViews1like0CommentsBuild and Run Fail/Hub Fail
Hi! I have a weird problem. All of the sudden my project won't build and run, and the Oculus Developer Hub won't open. I have tried uninstalling and re-installing several times, but all it will do is open as a white panel and never load. Strangely enough, I can build and run in another Unity project fine, but every time I build and run in my other project, Unity crashes. I reset a few of the previous settings, Unity gives me one error, which is D/************************************************************************************ Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved. Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use the Utilities SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at https://developer.oculus.com/licenses/utilities-1.31 Unless required by applicable law or agreed to in writing, the Utilities SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ #if UNITY_EDITOR using UnityEditor; [InitializeOnLoadAttribute] public class OculusSampleFrameworkUtil { static OculusSampleFrameworkUtil() { #if UNITY_2017_2_OR_NEWER EditorApplication.playModeStateChanged += HandlePlayModeState; #else EditorApplication.playmodeStateChanged += () => { if (EditorApplication.isPlaying) { OVRPlugin.SendEvent("load", OVRPlugin.wrapperVersion.ToString(), "sample_framework"); } }; #endif } #if UNITY_2017_2_OR_NEWER private static void HandlePlayModeState(PlayModeStateChange state) { if (state == PlayModeStateChange.EnteredPlayMode) { OVRPlugin.SendEvent("load", OVRPlugin.wrapperVersion.ToString(), "sample_framework"); } } #endif } #endif Any help would be greatly appreciated! Specifically the error in the console: NullReferenceException: Object reference not set to an instance of an object OculusSampleFrameworkUtil.HandlePlayModeState (UnityEditor.PlayModeStateChange state) (at Assets/Oculus/SampleFramework/Editor/OculusSampleFrameworkUtil.cs:43) UnityEditor.EditorApplication.Internal_PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorApplication.cs:441)1.6KViews0likes1CommentFail to Launch on Oculus Go (Unreal Engine 4.19)
Hi! I just got the Oculus Go and I'm trying to launch a simple 360 Video using Unreal engine 4.19. I already put the Oculus Go in the developer mode and install the Android SDK. When I try to launch the project to the Oculus GO (connected via USB) it keeps printing "Waiting for server to start..." I don't know what is wrong. Any ideas?1.2KViews0likes3CommentsOculusTrcValidator 'Error: Failed to launch the app'
Hi, I've tried to follow the instructions in OculusTrcValidator.txt, but I've been unable to successfully get the OculusTrcValidator to validate an app, using this sort of command line.... OculusTrcValidator.exe --path I:\testapp\testapp\.exe --load_time_ms 8000 the validator loads and runs our unreal windows app, but reports "Error: Failed to launch the app", before booting another instance of the app for each test without closing each. Can you advise if there are further instructions or requirements to run the tests. many thanks in advance, Ian.2.8KViews0likes7Comments