After using the Quest 3S referral code, only the referring account does not receive Meta credits.
【Environment】 ・Device: Meta Quest 3S ・Referral Type: Headset Referral Program ・Region/Store: Japan 【Situation】 ・I own two Meta accounts. - Account A: The account I normally use on Meta Quest 3 - Account B: An account with no headset usage history ・After logging into the web version with each account to check, the “Referrals” tab was only visible on Account A. ・Therefore, I determined Account A was the account capable of issuing referral links and sent my family a Quest 3S referral link from Account A. ・My family member clicked that referral link, created their own Meta account, and completed the Quest 3S setup. ・After setup completion, Meta Credits were correctly awarded to the family member's account. ・However, Meta Credits were not awarded to my Account A, the referring account. [Confirmed Details] ・Confirmed the family member used my referral link. ・Re-logged into both the Meta Quest app and browser on Account A and checked the Wallet/Credit balance, but no referral credits were displayed. ・Should not have forgotten to use the referral code or sent it from another account. 【What I Want to Know / Consultation】 ・In this situation where “only the referred party received credits, not the referrer,” are there any possible causes? ・If there is a delay in reflecting referral credits, what is the maximum waiting period? ・If this is a system issue or requires manual intervention, please advise which support channel to contact and what information I should provide.35Views0likes1CommentAge restrictions. I am over the age of 18.
Age restrictions. I am over the age of 18. For some reason meta will not let me join "Meta World Hardy Spades" it's showing an error message of "You can't visit this world It's rated ages 18+, so you won't be able to visit until you turn 18." I contacted meta and tried to reapply my birth date. It's still not working. Also the meta help is showing an error. The only way I could contact them is through web browser179Views0likes7CommentsS2S REST request not working on some users
So I have a backend for my game and I want to call some S2S requests to get user's data, purchaes and verify purchases. I am using the end point https://graph.oculus.com/${APP_ID}/viewer_purchases to get user's purchases. I provide access_token, user_id, and fields. Just like it mentions in the documention for IAP here https://developers.meta.com/horizon/documentation/native/ps-iap-s2s. The requests are working just fine with some users, but sometimes i enter a user id and get this error: here is an example of it working: if i just enter a random user id: (translation: it says thats an invalid user id) This is not just for this user, it happens for many users. Also it is happing for other requests like https://graph.oculus.com/${USER_ID} to get verified org_id and in consuming and verifying requests. I know that some of these requests dont work for meta test users (users that meta itself uses to test the game) but these users are real players. If anyone has any idea why this is happening please let me know. Side note: the consume_entitlement request also doesn't work sometimes where it throws a 500 is_transient error with code 2 but it still consumes the purchase correctly. weird...44Views0likes0CommentsOrganization Groupings are going away as July 25th. What does it mean?
Hi. As Meta announced, Organization Groupings will be discontinued as of July 25th. What does it mean? We need to have a general matrix from which different organizations that will publish different games can branch off. How can we do this from now on? Thank you very much.23Views0likes0CommentsSubject: Request for Guidance - Innovation Proposal and Strategic Partnership Request
Dear Meta Community/Support Team, My name is AS33, I am a Strategic Designer and Independent Developer. I am currently researching innovation modules that may be relevant to several Meta teams, including but not limited to Meta Horizon, Generative AI, LLaMA, and Experimental Interface Research. I am seeking guidance on the following: 1. What department, contact, or channel is best for submitting innovation proposals or partnership ideas? 2. Is there a dedicated team within Meta (e.g. Horizon Labs, Research, R&D, Co-Design, etc.) that reviews early-stage concept proposals from external independent authors? 3. Are there any internal innovation or consulting programs (e.g. Co-design Program, Meta Open Research, Meta Quest Creators Hub) that are currently accepting new participants or promising collaborations? I am particularly interested in hybrid models where I can contribute not as a permanent team member, but as an external signal architect, designer, or creative collaborator. My goal is to explore mutually beneficial options that could include: - Strategic consulting on symbolic systems, neuro-alignment, or immersive signal architectures - Early testing collaboration with the Meta Horizon or Generative AI teams If you can forward this to the appropriate team or share the appropriate contact paths or application portals, I would greatly appreciate your help. With respect and gratitude, AS3355Views0likes1CommentNew Game Idea - Configurable Game Board
US Patent - Interactive Player Board Game I’ve recently been granted my first US Patent on 11/05/2024 for the idea to have a configurable game board with technology to check whether a rule of the game has been satisfied. Was wondering if anyone would be interested in developing this type of game for the Oculus. I see the possibility of having the user be able to generate their own game board depending on the theme (exercise, eating, traveling, etc), setting the number of spaces for their game board, and have the ability to make this into a private game or public game. The user can invite friends to play on the game board and it can be played asynchronously. If the theme is exercise then if they roll a 1, they need to do 10 jumping jacks. The oculus will be able to see whether that task is completed successfully. If so they can roll again and see what task they need to perform next. Each game can be considered to be a pod and can invite others to join. Each person that joins is a pea in the pod because of their similar interest in the theme. Certain pods can become quite big with many peas. You can use the potential of these pods to generate income through ad revenues. The ads can target specific pods that may relate to the product. Please reach out to me if you think is a viable idea and can be developed. Thanks!287Views0likes0CommentsAdd Chinese input method for Chinese players
Can you add Chinese input method for Chinese players? Now more and more Chinese players have purchased quest3 and quest3s. Although a series of troublesome operations such as VPN are required, the quest equipment is very good, and more and more players are joining the quest. However, more and more Chinese players have reported that the system does not have a Chinese input method, which has a great impact on social aspects, such as Bilibili, the largest video platform in China. I found that YouTube VR has a Chinese input method, so this should not be difficult for developers. I hope developers can add a Chinese input method for Chinese players463Views0likes0CommentsNitpicks with Meta Rayban Smart glasses and suggestions for improvements for version 3
Please move or delete as seen fit. I have been using the Meta glasses for over a year and I love these things. But I have some suggestions and improvements for version3 when it comes out. https://youtu.be/kqfLbuFQsF01.1KViews0likes3CommentsVirtual 3D world anchored to real-world landmarks
## Introduction In an era where immersive technologies have struggled to gain widespread adoption, we believe there is a compelling opportunity to rethink how users engage with digital content and applications. By anchoring a virtual world to the physical environment and seamlessly integrating 2D and 3D experiences, we could create a platform that offers enhanced productivity, intuitive interactions, and a thriving ecosystem of content and experiences. We build upon our previous vision for an AR virtual world by introducing an additional key capability - virtual identity augmentation. This feature allows users to curate and project their digital personas within the shared virtual environment, unlocking new dimensions of social interaction, self-expression, and the blending of physical and virtual realms. ## Key Concepts The core of our proposal revolves around an AR virtual world that is tightly integrated with the physical world, yet maintains its own distinct digital landscape. This environment would be anchored to specific real-world landmarks, such as the Pyramids of Giza, using a combination of GPS, AR frameworks, beacons, and ultra-wideband (UWB) technologies to ensure consistent and precise spatial mapping. Within this virtual world, users would be able to interact with a variety of 2D and 3D elements, including application icons, virtual objects, and portals to immersive experiences. As we previously described, the key differentiator lies in how these interactions are handled for 2D versus 3D devices: 1. **2D Interactions**: When a user with a 2D device (e.g., smartphone, tablet) interacts with a virtual application icon or object, it would trigger an animated "genie out of a bottle" effect, summoning a 2D window or screen that is locked to a fixed position in the user's view. 2. **3D Interactions**: For users with 3D devices (e.g., AR glasses, VR headsets), interacting with a virtual application icon or object would also trigger the "genie out of a bottle" effect, but instead of a 2D window, it would summon a 3D portal or window that the user can physically move around and even enter. ## Virtual Identity Augmentation One of the key new features we are proposing for the AR virtual world is the ability for users to place virtual objects, like hats, accessories, or digital avatars, on themselves. These virtual objects would be anchored to the user's position and movements, creating the illusion of the item being physically present. The critical distinction is that 2D users (e.g., on smartphones, tablets) would be able to see the virtual objects worn by other users in the shared virtual world, but they would not be able to place virtual objects on themselves. This capability would be reserved for 3D device users, who can leverage the spatial awareness and interaction capabilities required for virtual object placement. These virtual objects placed on a user would persist across devices and sessions, creating a consistent virtual identity or "avatar" for that user within the AR virtual world. This virtual identity would be visible to all other users, regardless of their device capabilities (2D or 3D). Importantly, the virtual objects used to create this virtual identity could also be leveraged to partially or completely obscure a user's real-world appearance from 2D video, photo, and 3D scanning. This would allow users to control how they are represented and perceived in the blended physical-virtual environment, providing greater privacy and security. ## Enhanced 2D Interfaces for 3D Users Building on our previous concept, we can further enhance the user experience for 2D applications, particularly for 3D users. By leveraging the depth and spatial characteristics of the 3D interface blocks, we can unlock new ways for users to interact with and manage their virtual applications and content. Some of the key capabilities include: 1. **Contextual Controls and Information Panels**: The sides of the 3D interface blocks could display shortcut controls, supplementary information panels, and other contextual elements that 3D users can access and interact with as they navigate around the application window. 2. **Dynamic Layouts and Customization**: 3D users would be able to resize, rotate, and reposition the side panels and controls, enabling personalized layouts and ergonomic arrangements tailored to their preferences and workflows. 3. **Multi-Dimensional Interactions**: The 3D interface blocks could support advanced interaction methods beyond basic clicking and scrolling, such as gestures (grabbing, pinching, swiping) and voice commands to interact with the contextual controls and information. 4. **Seamless Transition between 2D and 3D**: Despite these enhanced capabilities for 3D users, the 2D application windows would still function as regular 2D interfaces for users without 3D devices, maintaining a seamless collaborative experience across different device types. ## Potential Benefits and Use Cases The enhanced AR virtual world concept we propose offers several potential benefits and use cases: 1. **Increased Productivity and Ergonomics**: By providing 3D users with enhanced controls, contextual information, and customizable layouts, we can improve their efficiency and ergonomics when working with 2D applications. 2. **Intuitive Spatial Interactions**: The ability to physically move and interact with 3D portals and windows, as well as the option to place virtual objects on oneself, can lead to more natural and immersive ways of engaging with digital content and applications. 3. **Virtual Identity and Self-Expression**: The virtual identity augmentation system allows users to curate and project their digital personas, enabling new forms of social interaction, status signaling, and even monetization opportunities. 4. **Privacy and Security**: The option to obscure one's real-world appearance through virtual identity augmentation can provide users with greater control over their digital privacy, especially in public spaces. 5. **Collaborative Experiences**: The seamless integration of 2D and 3D interactions within the same virtual environment can enable users with different device capabilities to collaborate on tasks and projects. 6. **Extensibility and Customization**: Providing tools and APIs for developers to integrate their own applications and content into the virtual world can foster a thriving ecosystem of experiences. 7. **Anchored to the Real World**: Tying the virtual world to specific real-world landmarks can create a sense of spatial awareness and grounding, making the experience feel more meaningful and connected to the user's physical environment. Robotics Safety Integration Real-time visualization of robot operational boundaries Dynamic safety zone mapping visible to all platform users Automated alerts for boundary violations Integration with existing robotics control systems Unified space mapping for multi-robot environments Environmental Monitoring Visualization of invisible environmental factors Air pollution particle mapping CO2 concentration levels Temperature gradients Electromagnetic fields Real-time data integration from environmental sensors Historical data visualization for trend analysis Alert systems for dangerous condition levels Construction and Infrastructure Real-time 3D blueprint visualization Infrastructure mapping Electrical wiring paths Plumbing systems HVAC ducts Network cables Safety feature highlighting for drilling and renovation Progress tracking and documentation Client visualization tools for project understanding Augmented safety checks and compliance monitoring Inventory and Asset Management AI-powered real-time inventory tracking Integration with camera-based stock management systems 3D spatial mapping of warehouse spaces Automated photogrammetry for stock visualization Real-time update of virtual inventory models Cross-reference with ordering systems Predictive analytics for stock management ## Conclusion By combining the core concepts of an AR virtual world with the added capability of virtual identity augmentation, we believe we can create a compelling platform that addresses the shortcomings of past immersive technology efforts. This vision not only offers enhanced productivity, intuitive interactions, and a thriving ecosystem, but also unlocks new dimensions of social interaction, self-expression, and the blending of physical and virtual realms. Creating a shift toward a 3D society, by including 2D phones. Leading to a new 3D app store. We invite you to explore this concept further and consider its potential impact on the future of computing and human-computer interaction. Together, we can shape a new era of spatial computing that bridges the gap between the physical and digital worlds.