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when will the camera access be released for Unity, I’ve been working a project for a long while and now to find out you can’t do this? I’d really just like April Tag Detection for Virtual Object Placement XR. id really appreciate some help! Thank You!
Hello!Im starting to prepare my game for VR and using the launch option on quest 2 throws me this error line, crashing the game back to Meta lobby.Does anyone know what is happening here? or how I can track it better?LogAndroid: Error: === Critical error: === LogAndroid: Error: LogAndroid: Error: Assertion failed: !bWasCanceled [File:./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 1517] LogAndroid: Error: LogAndroid: Error: [Callstack] 0x0000007169AE178C libUnreal.so(0x000000001243B78C)!FPrecacheCallbackHandler::RequestComplete(bool, IAsyncReadRequest*) [] LogAndroid: Error: [Callstack] 0x000000716934875C libUnreal.so(0x0000000011CA275C)!FGenericReadRequest::PerformRequest() [] LogAndroid: Error: [Callstack] 0x000000716563A3A4 libUnreal.so(0x000000000DF943A4)!FAsyncTaskBase::DoWork() [] LogAndroid: Error: [Callstack] 0x000000716563C7B0 libUnreal.so(0x000000000DF967B0)!FAsyncTaskBase::DoThreadedWork() [] LogAndroid: Error: [Callstack] 0x0000007169420718 libUnrea
I created a UI. When I scrolled the scrollview with a ray, once the ray went beyond the range of the UI panel, the scrollview would immediately bounce back to a wrong position. Then I tried to look at the official Demo. In the ComprehensiveRigExample.unity Demo, the Scrollview still had this problem.
Editing a previous post. Looks like there was an update to take us to 5.4.4 and now v68 no longer seems to find my headset for VR preview. Anyone having any luck using 5.4.4.
Hi, I am currently developing an app that plays 180-degree 8K high-definition VR videos. Although there have been no changes in our code, we’ve noticed that video playback stuttering has become more frequent recently. Could it be possible that any changes made in the latest OS updates (V67 or V68) might be affecting this issue? Thank you.
I've had a Quest 2 for a bit now and am thinking about upgrading to the Quest 3. How big of a jump would the Quest 3 be and would it be a worthwhile pickup. How much difference is there between the pancake lenses and the older lenses that other headsets use? Also how is the resolution compared to something like the Quest 2, Index or PSVR2? Would anyone recommend picking up the Quest 3?
Being able to pair Meta glasses with smart TV and listen to it is an excellent additional feature for this glass that many people who have a hearing loss can benefit from, can this feature be add? if so, when?This definitely expands your market share especially amongst older generation who suffer from some hearing loss. Is it too hard or expensive to implement this feature?!
Is the thumbstick scroll broken in the Meta XR SDK?It used to work fine in the old OVR Integration Kit, but ever since I switched to the newer SDKs it hasn't worked since.I've been holding out since beginning of this year for a fix, but it is still broken for me with v68. I have tried making several test projects to try and make it work, but and it always fails.It works fine with the XR Interaction Toolkit from Unity, but as soon as i switch back to Meta XR SDK then the thumbstick scroll won't work, only the drag scroll works.Has anyone else had this experience?Or even better, does anyone know a fix for it?I have not assigned any input actions, it seems importing the OVRRigComprehensive gives us all the mappings, but perhaps that is not the case? Do we need to setup up default input actions ourselves?// J
Hi,How do I import the samples for Meta Avatars SDK v24.1.1?I'm trying to import the samples for Meta Avatars SDK v24.1 and All-in-on v62. However, the the Meta Avatar SDK Sample Assets folder in Packages and the Oculus folder in Assets only consist of some empty folder and zip files. No prefabs, no scenes or anything. The MetaAvatarsSDK menu also does not provide anything useful. I have followed the instructions on the website. I'm completely stuck on what the issue can be. I have tried on v24 as well.The Meta Avatars SDK folder contains scripts but the core assets are inside a zip folder. I have tried on multiple fresh unity versions, and multiple separate machines.Anyone with the same issue?Any help would be appreciated.
I am using the Anchor Prefab Spawner in a Mixed Reality Project, but it is not functioning to my satisfaction, and I was wondering if there are any improvements I can make.I made a Mixed Reality Unity Project using the MRUK and Meta's All In One SDK. I scanned a 3d object and imported it into my MR scene as a prefab. My goal is to overlay the real-world version of the object with my virtual 3d model, and the best way I have seen to do that is with the Anchor Prefab Spawner (since object detection is not available on the Quest 2). The Anchor Prefab Spawner does place the prefab where I labeled the real-world object in my Scene Setup, but it looks all weird and distorted. The prefab becomes dark and loses the vibrance it has when looking at it in the editor (could be a shader issue). The prefab also has a lot of trouble spawning at the same orientation and scale as the real-world object. I believe this is because the Anchor Prefab Spawner solely uses the scale and rotation of the bo
hi i'm creating a mixed reality applications. while running the application in unity editor runtime it shows half image in headset followed by glitch. earlier it was perfectly fine i was able to run the application in unity editor mode without any issues.i tried1. creating new project2. uninstalling and reinstalling usb drivers3. checked task manager and cpu and gpu usage ain't that high.could someone help me if they've faced this issue. thanks in advance. Sandstedt
Hi,I am trying to deploy a Meta Quest App to the Meta Store.The first submission was rejected, so I am trying to submit a new one, but when I try, I get the following error:OCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USEThe funny part is when I try some other name, I get a new error saying that I am trying to use a new package name, and I must use the previous name. Meaning the previous name that is giving the error of package name already in useSo maybe someone has had the same issue.I am totally blocked because of this, because I can not submit the new version of the app. Thank you
I am trying to get the Ray Interactors from the Interaction SDK to do something as simple as grabbing and moving an interactable object, but it won't work. Here is my setup, organized to show child objects by indentation, and components in parentheses:Interactor:- Controller Object (Controller, Controller Active State) - Interaction Object (Best Hover Interaction Group) - OVR Controller Data Source (From OVR Controller Data Source, Tracking to World Transformer OVR) - Ray Interactor (Controller Ref, Ray Interactor, Active State Tracker, Interactor Active State) - Controller Pointer Pose (Controller Pointer Pose) - Trigger Selector (Controller Selector) - Visuals (Ray Interactor Cursor Visual, Controller Ray Visual, Material Property Block Edito
The Wishlist feature is kinda useless right now and really should make a notification on your phone when games from it go on sale. PS: Is this the wrong category?
Hi Meta Support,I’m writing to seek urgent assistance regarding my Instagram business account, which was disabled on August 24th, 2024. This account has been an essential part of my business for the past three years, and losing access to it has severely impacted my livelihood.I received a message from Instagram stating that my account was disabled for allegedly selling or promoting counterfeit goods. This claim is entirely false. I have never engaged in any activity that violates Instagram’s policies, and I take great care to ensure my business operates with integrity.I have already submitted an appeal, but I was informed that Instagram still believes the account was used for prohibited activities. This is incredibly unfair, especially considering the account’s long history of compliance and the fact that I was in the process of obtaining my LLC to further legitimize my business.To make matters worse, I have found no clear way to contact Instagram support directly to resolve this issue
I am using unity, and I want to launch the reporting modal (the same thing that shows when you press the oculus button, and press report abuse.) How can i do this?
hi ! i want buy game but i cant with this error : Feature unavailableYour request could not be completed. This feature is currently not available to you. Please try again later.I tried from different devices , my phone , headset and pc. But my purchase was not completed
Hello I am currently using Unity 2022 LTS and Meta Interaction SDK v67 for my VR project.I recently followed a Valem tutorial and found out about the one grab translate transformer component which is very handy when it comes to creating custom levers/interactables with constraints and I am using this for a hand-controlled player controller that allows the player to move on a flat plane in X and Z directions. The controller also allows the player to rotate its avatar by flicking your wrist to left and right (rotating the controller obj on its Y axis) that rotates the player's avatar.With these settings I have a very nice constrained controller on the X and Z axes, however now rotating the controller object with hands does nothing, and therefore I am unable to rotate my player. Note that there is a separate One Grab Rotate Transformer which allows you to do some constraining for rotation, I did NOT use that component in my project.I was wondering if there is any way for me to use th
For the next Quest headset, please make the hardware for the microphone and speakers better.Most VR enthusiasts are also social VR users so having a quality microphone and audio listening experience is highly valued.As a Quest 3 user myself, I have had experiences with a Valve Index so I know that the internals can fit a great microphone and that audio solutions exist where audio sounds amazing.To be frank, if the hardware is compelling enough spending $1000+ is not a hard sell and I hope the PRO versions take this into account.
Hi everyone, We have a Unity project built in Unity 2017.4 LTS. We released a Go and Rift version in the last 12 months. However, we now wish to create a Quest / Quest 2 port of the game. When looking at the current minimum specs ( found here: https://developer.oculus.com/documentation/unity/book-unity-gsg/ ), Oculus is now stating Unity 2020.3 is the minimum version for projects. This is a pretty big issue for us as about 1/4 of the game is unfortunately written in unityscript which is no longer compatible with newer versions of Unity which will make updating way harder than it normally is. I guess the question is has anyone successfully launched a game for the Quest / Quest 2 using Unity 2017.4 LTS - is this even feasible? Thanks!
SO im trying to upload my game to AppLab. This is one of the first few times I've done it and I've hit the file size wall.Ive found i need to pull my assets out into assetbundles as well as my scenes. but im not sure how to then upload them with it. Theres no real information on this and im not good with command line stuff ( though can follow clear instructions when explained ) . Then theres how to load them back in once thats all worked out.Would someone mind just guiding me through the process?
We can now have shadow on passthrough thanks to the PassthroughRelighting example in the MRUK, however, the shadow casted on the room mesh is very pixelated. I have tried to increase the shadow quality, resolution, adjust the bias etc but nothing seems to make any changes to the pixelated shadow. Does anyone know what can be done to improve the shadow quality on passthrough? Thanks!
Hello everyone. I have developed a game and I was using meta quest link to test it. Now I want to do build and run. But when I do it my meta quest 2 is not detected. I have installed adb but still facing this issue. Any suggestion is appreciated. When I try to select a device in run device in build settings, it displays 'Build and run' and 'Build to devices' are disabled while querying for android devices.Thank You.
I've tried using Scene with my room scan but objects below the floor (20m) are still visible. If you're wondering "why" - I'm using a portal effect, and I want to "hide" the portal VR environment outside of mixed reality. I feel it should be obvious, but I can't figure it out, so thanks a lot in advance for any help!
I just updated the xr core sdk to 68 and unity prevents me from launching my game since there are issues with MetaXRSimulator:Library\PackageCache\com.meta.xr.simulator@66.0.1\Editor\MetaXRSimulatorEnabler.cs(100,42): error CS0029: Cannot implicitly convert type '(Meta.XR.Editor.UserInterface.TextureContent CheckIcon, UnityEngine.Color Meta)' to '(Meta.XR.Editor.UserInterface.TextureContent, UnityEngine.Color?, bool)'Library\PackageCache\com.meta.xr.simulator@66.0.1\Editor\MetaXRSimulatorEnabler.cs(100,150): error CS8135: Tuple with 2 elements cannot be converted to type '(TextureContent, Color?, bool)'.Library\PackageCache\com.meta.xr.simulator@66.0.1\Editor\MetaXRSimulatorEnabler.cs(100,30): error CS1662: Cannot convert lambda expression to intended delegate type because some of the return types in the block are not implicitly convertible to the delegate return type Thanks.
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