Developer Mode
I posted this in reply to another thread, but realised afterwards that that issue was marked as resolved, when it clearly isn't. I have a Quest 2 and a Quest 3, and I'm attempting to create an app, so I need developer mode enabled. Developer mode is working on the Quest 3 but not on the Quest 2, so I took the advice I read here and raised the issue with support. When I contacted support about this issue, they said the following: Hello, Thank you for reaching out. Our team assists developers with app administration, review, compliance and enforcement-related issues. We do not support any type of account-level issue, including issues configuring developer mode on your device. You can find the instructions for setting up developer mode here: https://developer.oculus.com/documentation/native/android/mobile-device-setup/ We recommend checking our developer documentation for possible solutions. If you are unable to resolve the issue or have additional questions, please post in the VR Developer Forums (https://communityforums.atmeta.com/t5/Developer/ct-p/developer) even if you were directed here from there, as our fantastic community of developers often have worked through similar issues and archived the information. Have a great rest of your day, Vance Oculus Platform Operations and Developer Support None of this helps, and is contradictory to what we're being told here, namely that support can/will help with this problem. It seems this issue has been ongoing for around two years. Is there ever going to be a fix for this, or do I throw my Quests into a cupboard and try to find a working system?455Views0likes0CommentsClawback API
Is there any method I can retrieve players' items status? From a developer perspective, I want to know why items from players are gone. There is an API to retrieve a list of items that the user owned (Retrieve Items Owned - https://developer.oculus.com/documentation/native/ps-iap-s2s/). However, if we called that API at different points of time, some items might be gone due to refund, chargeback or other reasons. Is there any way for a developer to know why items are gone? If this API does not exist, is it possible for meta to implement it?2.8KViews0likes1CommentHaving Trouble Consuming IAP I do it and it doesnt work
Hello so i am having issues trying to consume a IAP consumable sku even though i can purchase it once but cant consume it and cant figure out the issue because debugging is hard on Meta Quest Heres the code: using Oculus.Platform; using Oculus.Platform.Models; using UnityEngine; using PlayFab; using PlayFab.ClientModels; using TMPro; public class PlayFabShopManager : MonoBehaviour { [SerializeField] private string skuToPurchase; [SerializeField] private int currencyAmount; [SerializeField] private CosmeticsManager CM; public TextMeshPro ErrorTest; private string[] skus = { "1000Nanas", "2500Nanas", "5000Nanas" }; void Awake() { Oculus.Platform.Core.Initialize(); } void Start() { GetPrices(); GetPurchases(); } private void GetPrices() { IAP.GetProductsBySKU(skus).OnComplete(GetPricesCallback); } private void GetPricesCallback(Message<ProductList> msg) { if (msg.IsError) return; } private void GetPurchases() { IAP.GetViewerPurchases().OnComplete(GetPurchasesCallback); } private void GetPurchasesCallback(Message<PurchaseList> msg) { if (msg.IsError) return; } public void BuyProduct() { IAP.LaunchCheckoutFlow(skuToPurchase).OnComplete(BuyProductCallback); } private void BuyProductCallback(Message<Oculus.Platform.Models.Purchase> msg) { if (msg.IsError) return; IAP.ConsumePurchase(skuToPurchase).OnComplete(ConsumePurchaseCallback); } private void ConsumePurchaseCallback(Message msg) { if (!msg.IsError) { var request = new AddUserVirtualCurrencyRequest { Amount = currencyAmount, VirtualCurrency = "HS" }; ErrorTest.text = msg.ToString(); PlayFabClientAPI.AddUserVirtualCurrency(request, OnAddCurrencySuccess, OnAddCurrencyFailure); } else { ErrorTest.text = msg.ToString(); Debug.Log("Error Consuming Purchase" + msg); } } private void OnAddCurrencySuccess(ModifyUserVirtualCurrencyResult result) { Debug.Log("Currency added: " + result.Balance); Playfablogin.instance.GetVirtualCurrencies(); } private void OnAddCurrencyFailure(PlayFabError error) { Debug.LogError("Failed to add currency: " + error.ErrorMessage); } private void OnTriggerEnter(Collider other) { if (other.CompareTag("HandTag")) { BuyProduct(); Playfablogin.instance.GetVirtualCurrencies(); } } }609Views0likes0CommentsUnable to create new Add-Ons on the Meta Quest Developer Dashboard
For several days now we've been unable to create new Add-ons. We've filled out the details, pricing and metadata, but the publish button never becomes clickable. We've successfully added new add-ons as recently as Nov 25th, but now it has stopped working. Anyone else?1.4KViews0likes1CommentAccess microphone's source audio before it's enhanced ?
Hi, We are using the Quest 2 microphones to detect tone. However the recordings are not consistent with reality : If someone speaks quietly, the mic seems to natively push the audio to make it clearer. On the contrary, if the person speaks loudly, the audio will be tuned down. We end up with very similar audios from people speaking in completely different tones. It seems like the function of enhancing the captured audio is native to the microphone's audio source? Is there any way to disable this audio filtering? Or to capture the original audio without any tunings? We are working with Unity and so far this problem is messing up our VR App.. I've been looking around for a year now but can't find any solution. Thank you very much for your help.1.1KViews0likes1CommentCorrect way to pause game when headset removed / Dash up?
Hi! I am working on a VR application and I need to meet VR.PC.Functional.3. I am testing this in a simple Menu Scene I designed, and it only works partially. When I hit the Oculus button to return to the Dash, the app pauses. Hitting that button again returns the game correctly. However, upon removal of the headset and putting it back on, the OVRCameraRig never begins rendering again. I looked at the component in the inspector while this problem is occurring, and it appears the the OVRCameraRig never was SetActive(true) again. Can anyone help or give me their code that works? Thanks in advance, PicoPlanet Developing Below is my pause script, attached to a separate gameobject: using System.Collections; using System.Collections.Generic; using UnityEngine; public class MenuPauseControl : MonoBehaviour { public GameObject OVRCameraRig; public GameObject Canvas; public GameObject EventSystem; void Start() { } void Update() { if (OVRManager.hasInputFocus && OVRManager.hasVrFocus) { ContinueGame(); } else { PauseGame(); } } private void PauseGame() { Time.timeScale = 0; //Disable stuff that still work while timescale is set to 0 OVRCameraRig.SetActive(false); Canvas.SetActive(false); EventSystem.SetActive(false); } private void ContinueGame() { Time.timeScale = 1; //enable the stuff again OVRCameraRig.SetActive(true); Canvas.SetActive(true); EventSystem.SetActive(true); } } and here's my hierarchy: Any help / code would be greatly appreciated!6.4KViews0likes6Comments