Recent Discussions
- decap_052 hours agoGuest0likes0Comments
MRUK 77.0 LoadSceneFromDevice() Doesn't Work
I just updated my MRUK package from 69 to 77, and now MRUK.LoadSceneFromDevice() doesn't work. It instead logs an error: Error Unity [XR] [OpenXR Meta] xrLocateSpace failed with result XR_ERROR_HANDLE_INVALID Error Unity [XR] [OpenXR Meta] [AnchorProvider] xrLocateSpace request failed with error: XR_ERROR_HANDLE_INVALID I am using the Meta OpenXR plugin. Note that the MRUK MonoBehaviour's checkbox "Load Scene On Startup" does still work. But the problem with this fallback is after my app launches Space Setup and the user completes it, then returns to my app, the new room the user created will not be available. So the user will have to restart my app.darkveins_5 hours agoExplorer0likes0CommentsPassthrough play mode doesn't work since Quest 3 update yesterday
I don't know how long the update was but it was working before the update and now it's not working. Normally I open unity and as long as I have quest link open on the headset and on my pc, clicking play in unity will launch the passthrough app preview on my headset. Now, when I go to launch link on the headset, it begins the colourful loading screen animation and then after a moment says "headset/pc disconnected - please disconnect and disconnect your headset" (or similar. Even though the desktop app shows the header as connective and active, and the quest home settings menu preview shows link as active.cyanmoon16 hours agoGuest0likes1CommentOVR Overlays and judder
I am running into issues with Judder when using OVR Overlays. I can't seem to repro it in the sample project, and I've tried to narrow it down by ensuring my actual project and the sample project are as close as I can get them. I'm rendering to a render texture from a camera. The OVR Overlay is not attached to the user's head in any way, and the camera I'm using to render to the texture is also not attached to the head. I'm wondering if there's some setting I'm missing that might cause pretty awful judder. Has anyone else experienced this and have a fix? I tried updating to the latest SDK, but no dice there. I'm on Unity 2021.3.21f1 and using the Oculus Integration v55 package. Oh and I'm on URP.SolvedJoshuaVe2 days agoProtege0likes2CommentsMedia files downloaded to app's persistent data folder being deleted
Hi everyone. In our app we are using media files which we download via that android download manager. The files are being saved to the persistentDataPath for the app. We have noticed that these files are disappearing randomly from the devices and this is proving to be a major issue. I thought it might be something related to android's GC but: A - I don't think it deletes files in the persistentDataPath B - We tried to replicate the behavior by downloading the files and letting devices sit idle for 10 days but the files were still there I would appreciate any help with finding out the cause for the file deletion, and advice regarding the best practices for media files downloading in general. Our app downloads a large amount of files (our experiences have several pictures, videos and jsons that fully define it) and we use the android download manager to allow the device to keep downloading while the headset is not mounted.AVRUnity2 days agoHonored Guest0likes0CommentsNew App for VR/MR Headsets
Hey Im looking to connect with a VR/MR Developer to create a "Star Walk" type App for Headsets. I have produced a similar App for the IPhone/IPad market & now Im looking to create a similar user experience for on the Meta Quest/Playstation VR platforms. Hit me up if you have the kung fu to do this!axloliver20163 days agoHonored Guest0likes2CommentsHow to limit the plane surface to the bounds of the UI actually on screen?
I am using Oculus Integration SDK (yes, the legacy version currently due to needing to make changes to the Assembly Definitions), and I am making a flat canvas. I have placed a PlaneSurface script on the object holding the canvas component. I have a sibling object called "Surface" that I put components `ClippedPlanSurface` and `BoundsClipper` on. I dragged the Canvas object with `PlaneSurface` into the Clipped Plane Surface component's 'Plane Surface' field. Interaction works just fine ... however ... The issue is that now I have an infinite plane surface for ray interaction with world space UI, even though the flat panel is just a rectangle right in front of the player. This makes it so I am able to ray cast against an invisible plane even when there is no UI there. Can anyone help me make the BoundsClipper component work, or somehow to limit the plane surface to the bounds of the UI actually on screen?VishalFuturristic3 days agoHonored Guest0likes1CommentHow do i create velocity tracked movement type while grabbing an object (v77 ISDK)
Hi I'm trying to get a behaviour exactly like Unity XR's velocity tracked movement type like below but for Meta's ISDK v77: This is what I'm currently getting: as you can see, it goes through the object, both are grabbables, both have rigid bodies, colliders, etc, and no triggers. When I'm holding an object, it does not work, but when I release the object, all colliders work. Im using v77 ISDK What I've tried: Using PhysicsGrababble (depricated) Playing around with Rigidbodies and their values (made sure they are not kinematic) Made sure colliders are not triggers In Grabbable, unchecked Kinematic While Selected Tried using fixable joints (too complicated so I gave up)jehdiaizon3 days agoHonored Guest0likes1Comment[Quest 3|Unity|Anchors] Retrieve spatial anchors from another headset (when oth. heads. is offline)
Hello, I'm working on a mixed reality project using spatial anchors on Meta Quest 3, with Unity and the Meta SDKs. Use case: A master headset places anchors in a physical environment. I want another headset to be able to retrieve those anchors, even if the master headset is turned off. My questions: Is there any way to manually save/export anchors (e.g. serialize them or store them in a custom/local/cloud service), so I can handle transfer and reuse between headsets myself? I haven't found any API to do that yet. Regarding the "Shared spatial anchors" (https://developers.meta.com/horizon/documentation/unity/unity-shared-spatial-anchors/) system with GroupId sharing, I understand that a headset can pull anchors from the cloud even if the original (sharing) device is offline. Can you confirm that this is correct? How long are anchors retained in Meta’s cloud once shared? Are there any conditions (expiration period, retention policy, etc.) that I should be aware of? I'm addressing this to Meta support and/or developers with experience on spatial anchors with Quest. Thanks in advance for any help!ETICS.IT3 days agoHonored Guest0likes0Comments