One piece body suit silhouette making texture darker.
Anyone else having an issue with the full body suit making the the uploaded texture darker ? Just as an example the photo below. It looks like a shadow is being cast which makes the texture dull and not what is being uploaded. Any fix for this?13Views0likes1CommentAadvanced matching with pre-hashed PII – clarification on Meta’s expectations
Hi everyone 👋 I’m working on a browser-only setup for conversion tracking and I’d like to double-check a few details specifically on the Meta side (naming, hashing detection, and what the Pixel actually expects). Context the lead/conversion event fires on a thank-you page the user data (email, phone, name…) is collected on the previous page I can’t fire the event on the form page as the tracking wouldn't be always truthful I don’t have a server / CAPI in this flow, so this is 100% client-side To bridge the two pages, I’m doing this: on the form page I collect the user fields I normalize them in two ways (Google-style and Meta-style) I hash the Meta-normalized version with SHA-256 I temporarily store it in sessionStorage on the thank-you page I read it and want to send it with the Meta Pixel event So far, so good. What I’d like to confirm 👇 Does the Pixel reliably accept SHA-256 hashed customer data sent via fbq('track', 'Lead', ..., { …customer data… })? In other words: if I send the customer info already hashed, Meta will still match it, right? Do I need to tell Meta explicitly that the values are already hashed (like a flag or a specific param), or will the Pixel detect it automatically from the format? I know Google makes you use different parameter names for hashed values – I couldn’t find something equally explicit for Meta. What’s the most “standard” way to send hashed user data client-side right now? - plain fbq('track', ...) with customer data object - GTM template (e.g. facebookarchive or Stape style?) - other approach you’ve seen working better in production I’m trying to avoid situations where the template re-hashes what I already hashed and we end up with double-hash and no matching. - In your experience, do current Meta templates auto-hash by default? If yes, is there a clean way to say “I’m already sending hashed values, please don’t touch them”? I’m aware that server-side CAPI would make all of this nicer, but in this scenario I need to stay client-only and make sure I’m not breaking matching just because the actual event is on a different page. Any real-world examples/snippets from would be super helpful 🙏3Views0likes0CommentsAge 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 browser59Views0likes7CommentsMETA Quest Crash on load
I have an Unreal 5.5.4 build of my game that was previously working, unchanged and now I can't get it to load. It immediately crashes after load screen and I am struggling to understand from the log why. seems to be related to this but dont really understand what is happening. Can anyone help? this is filtered to show only outputs from my game (DontMove)5Views0likes0CommentsMeta XR Simulator does not appear
Pullin my hair out here - I have the V81 simulator installed on Windows 11. Unity 6.2.10f1. I enable the simulator but the window does not appear. Any suggestions on what to check? My goal is to use the headset in editor and the simulator in the Multiplayer play mode. When using XRIT and the unity xr simulator in another project, this type setup works quite well . I can have 3 virtual players using the simulator and I can use the actual headset over the pc link in the editor. I want to replicate this type of setup but using the Meta XR Simulator instead.34Views0likes3CommentsDeveloper Verification Not Working.
I have 2fa on my Meta account, but for some reason it won't detect it on the developer Verification page. I've tried using my card, but it just says it can't add my payment method, without telling me why. I've added my SMS as the 2fa, but the developer Verification still doesn't pick it up What do I do?18Views0likes1CommentCasting And Recording Issue
I've been trying to record or cast my unreal engine project, but been unable to do so as in both scenarios the project runs as it's supposed to through the headset itself but is unable to be seen through the video or the casting. Through the cast I can hear the sounds within the project as it's played but I'm unable to see the app itself and same with the video recording. If anyone knows a workaround to be able to see the project being played while casting and recording it would be much appreciated.50Views0likes5CommentsHow Improve Hand Tracking Pinch Accuracy
I am creating a system that uses pinch movements of the thumb and each finger, but the pinch accuracy is not good. In particular, there are issues with pinch accuracy between the ring finger and pinky finger, and with the pinch of the middle finger and ring finger responding simultaneously. Please let me know if you have any suggestions for improvement21Views0likes1Comment