Purchase Failed - This item isn't set for purchases yet.
Hi, We recently released our "SetVr Xl-Unleashed" application in the Meta App lab. We are selling this application at 19.99$. When our users from the US region tried to purchase this application, their Purchase failed. They tried 3-4 times but every time, the same result. Please see the attached images for reference. App link -https://www.meta.com/experiences/7497491080333401/?require_login=true&utm_source=developer.oculus.com&utm_medium=oculusredirectSolved1.7KViews0likes3CommentsAPK Upload Laggy
I am experiencing a problem with my APK upload from Unity. I upload the APK from Unity just fine, but when I open the game in my headset to test, all movement is delayed, on top of that it is laggy. You cannot move anywhere, my game uses the Gorilla Locomotion System. There are no errors in the Console. The file is only about 200 megabytes. My headset is a Meta Quest 2, so it should have enough processing power to run the file. My headset has run a game the size of a gigabyte before, so it should be fine. Thank You so Much for Your Time, I greatly appreciate it. -RomanEmpire538Views0likes0CommentsCan't verify Meta Quest Developer Account
I am trying to publish my first game on to app lab, and it says my organization needs to be verified. However, I've tried to verify my account by uploading proof of ID several times, and each one gets denied, saying "There's a problem with the photo you submitted. Try submitting it again, avoiding glare on the ID and ensuring all the edges are visible against a solid dark background." When the photo is super clear, and everything is fine. Can anyone help me? Thanks!1.2KViews0likes2CommentsSpatial Anchor creation over link fails with Result.Failure_Unsupported
I create an Unity GameObject and then add the OVRSpatialAnchor component. When it calls CreateSpatialAnchor in its Start method, it always fails when on Oculus Link (works fine if I make an Android build) Digging into this, it is this call in OVRPlugin that fails with Result.Failure_Unsupported: OVRP_1_72_0.ovrp_CreateSpatialAnchor Are there any suggestions on what could be going wrong - this error message isn't the most helpful and I can't find documentation online about it. N.B. I've managed to get the example spatial anchors project (https://github.com/oculus-samples/Unity-SharedSpatialAnchors) working perfectly over link and creating anchors successfully with the same machine & headset so the problem must be something to do with my project's unity configuration. I can't for the life of me find the difference between the example project and my project though - OVRManager settings look identical.2.7KViews1like4CommentsBest QP debug settings for a 3070 laptop with quest link cable?
Hi all, I've watched/read a number of guides regarding the debug tool and optimal settings and all that, but I'm looking for some more specific settings to use for my setup to find an optimal balance between performance and clarity on my quest pro. I'm using a 3070 laptop with a Ryzen 7 5800HS and 24GB ram. I get that trying to use a laptop is suboptimal at best, but it's all I got. Can anyone help me out, thanks ^-^ (also using the quest link cable)551Views0likes0CommentsRender resolution vs. app res in ODT overlay
Hi! When I display the performance overlay in oculus debug tool the displayed app res is larger than the render resolution set by the meta quest link tool. Is this because render resolution in link tool is meant to be the resolution after lens correction and app res in odt overlay is before lens correction? TIA, Heiko590Views0likes0CommentsCan not add user via Release channel
We are UbiSim, a vendor on Applab, and that we have a client that we're trying to send release channel email invites to via the Meta developer page, but we are receiving an error that reads, 'We couldn't find anyone with the Oculus emails... etc." We have verified with the client that they have setup the emails on the headsets but yet we are still unable to send the invites out. We haven't had any other issues with other clients.495Views0likes0CommentsUnable to travel
I created a bot to play music in my world. I first tried my not-so-great desktop with 8G RAM and oculus desktop yet horizon runs fine. I can travel to worlds without a problem. My issue was that my music buffered too much with my desktop so then I installed it on my Lenovo X1 gaming laptop 64g RAM and all the bells and whistles but no dice! Horizon loads up just fine but I cant travel to any worlds. I have installed and uninstalled, updated both, set to English and cant get it to work. I even linked my Quest Pro to the laptop. It handled the graphics just fine and still it wont travel from the laptop horizon. Is there any help anyone can provide me with? Ive asked a few key people in the Metaverse and no luck yet.. Sad little DJ Bot777Views1like1CommentEvent-Based User notification - Ratings & Review destination - Reg
Hi, I've created an event-based notification for my meta quest app, belonging to the Social Category, and targeted it to the Ratings & Review page. Based on the details mentioned here, my understanding is that the notification will not be sent once the user has posted a review. But in my case, even after posting a review, a new notification is displayed in my feed when I trigger the event via the app. Am I missing something here?736Views0likes0CommentsMeta Avatars SDK Getting Avatars Out of T-Pose
I am trying to set up a static 3rd party avatar with a custom hand pose. Using the CustomHandPose example scene, I was able to get the hand pose I wanted, but if I try it out in VR, it mirrors my movements and I want it to be static. However, if I turn off the body tracking, it goes back into T-pose. Is there a way I can just change the arm position to be vertically parallel with the body without it mirroring my movements?1.4KViews0likes1Comment