Recent Discussions
OVR 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.SolvedJoshuaVe24 hours 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!axloliver20162 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?VishalFuturristic2 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)jehdiaizon2 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 Guest0likes0CommentsMeta's handling of xrCreateVulkanInstance requests duplicate extensions, causing crashes
Trying to execute a VR game with Vulkan when OpenXR runtime is set to Meta causes crashes before the application starts, although not always. I have checked with an empty Unity project that it only happens with Vulkan and Meta runtime environment. After much searching, it led me to this thread on the Unity forums from late 2023, early 2024, where someone from the support team clarifies that it is a problem on Meta's part, and they make that clear in this bug report. It's been over a year since this bug was reported to Meta by Unity itself and it still hasn't been fixed, we're unable to progress in the development of our game because of this bug. We need a fix for this critical bug ASAP.Mystic_Ervo3 days agoHonored Guest3likes0CommentsOS v76 Has Stopped 'Tracking Origin Type: Stage' From Working Correctly In Roomscale
Since headsets have updated to OS v76 my apps can now be re-centred by the user. Previously while in stage mode it was not possible to re-center which is a requirement for my calibration. My headset on v72 does not have this issue. Have tried multiple versions of the SDK including v76. When building from Unity using 'Build and Run' in the initial run the playspace cannot be re-centred however if I close the app and manually launch it can now be re-centred on all subsequent launches. EDIT: Update on this, when in stationary mode I cannot re-center while in Stage mode. If I switch from stationary to roomscale while in the app still I can still not re-center. However if I quit the app and relaunch while in roomscale I can re-center again? EDIT2: Another update, if you are not in passthrough mode before launching an app then this issue is fixed and you cannot recenter while in roomscale mode. So its an issue with there being no boundry before loading into an app which is now causing Stage mode to be broken and allowing recentering.Barty983 days agoExplorer2likes6CommentsUnity build Crashing on OpenXR PC build with Vulkan. xrGetVulkanGraphicsDevice2KHR
Im trying to do a build for PC, the problem is that the app crashes when using Meta Quest link as OpenXR default runtime, it crashes when trying to get Vulkan graphics device, the weird thing if that I try opening several times, sometimes, it works. This doesn't happen with Virtual desktop or steam as Default runtimes, with these it works correctly I would like to see if this has solution or not because would like to ship my game using Vulkan xrGetVulkanGraphicsDevice2KHR: XR_ERROR_RUNTIME_FAILURE When crashing it logs this: [Vulkan init] SelectPhysicalDevice requestedDeviceIndex=-1 xrDevice=0000000000000000 [XR] [42020] [18:20:44.692][Error ] xrGetVulkanGraphicsDevice2KHR: XR_ERROR_RUNTIME_FAILURE [XR] [42020] [18:20:44.692][Error ] Unrecoverable runtime error has occurred, shutting down XR experience Crash!!! Trying to run it several times sometimes works and logs this instead: [Vulkan init] SelectPhysicalDevice requestedDeviceIndex=-1 xrDevice=0000000000000000 [Vulkan init] Physical Device 000002BB6139A270 [0]: "NVIDIA GeForce RTX 3060" deviceType=2 vendorID=10de deviceID=2504 [Vulkan init] Selected physical device 000002BB6139A270Extrys4 days agoExplorer0likes0CommentsActivating the Controllers of the Meta Quest 3 without interacting with them
Hi, I'm developing a VR game where we need to track the position of one of the Meta Quest 3 controllers, even when it's not actively held by the user. The problem is that the controller needs to be active (i.e., awake and tracked) for us to get its position. However, it seems the controller won’t activate until the user physically interacts with it — by wiggling or pressing a button. For our use case, this is not ideal. We want the controller to become active automatically when the headset starts up, without requiring any user interaction. Is there any way to wake or activate the controller programmatically — without the user needing to move or press anything on it?Noa.Count4 days agoHonored Guest1like1Comment