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Hi! I'm experimenting with the Meta SDK in Unity to create magnetic interactions. For instance, you hold a cap in your right controller. When you bring it near a bottle, the cap moves towards the bottle and screws on, while still being connected to the controller. When you pull the controller away, the cap returns to the controller. I've tried using the snap interactor/interactable, but I can't seem to get it to work well. Is there an easier way to achieve this? Kind regards
Hi all, I have a unity scene with a mixture of regular geometry and background spheres: Left360 and Right360The geometry is totally normal 3d scene geometry.The background spheres are only seen by the left and right cameras respectively using culling layers in order to get the proper depth effect.With "Use per eye cameras" disabled, I only have the option of seeing both together or one of them at a time.With "Use per eye cameras" enabled the 360 spheres appear correctly but the positional tracking and IPD / fov / general depth and tracking are mega broken.I am unable to find any combination of settings to fix the problem, surely I can't be the only person to require the use of mixed culling layers using a tracked oculus headset, has anyone else found a solution to this?Cheers for any help,Joe.
I have tried and tried to use the XR Hand package from Unity. I have gone over tutorial after tutorial, I have looked for answers and problems and the few I have found did not apply to me.Has anyone else on here not been able to get the XR Hands to work?I can always use the Oculus SDK (although the new Meta SDK is very disappointing) But I much rather the Interaction toolkit. the XR Hand package is all I need to forever let the Meta stuff go by the wayside.
I am currently developing a mixed reality experience, and was hoping to use lighting information from the headset cameras (Quest 3) to light the scene in real time. Is this a possibility? If so, how do I do this?I am using Unreal Engine 5.3 with MetaXR and the MRUK.
At some point will the hand tracking cursor pose be added to Oculus' OpenXR runtime? Microsoft use the XR_MSFT_hand_interaction extension to provide some extra interaction paths including:…/input/select/value…/input/squeeze/value…/input/aim/pose…/input/grip/poseI've re-implemented pinches in Unreal to handle the select value interaction path, but it would be great to be able to access the PointerPose value that hangs around in the ovrInputStateHand struct via an aim pose interaction path since it has such nice smoothing. I'm using the wrist bone right now to aim which is very shaky.
1. After uploading the app to the release channel, in the build description I see the following permissions required by the manifest. android.permission.INTERNET android.permission.ACCESS_NETWORK_STATE com.android.vending.CHECK_LICENSE android.permission.ACCESS_WIFI_STATE com.android.vending.BILLING These permissions were added by the Unreal Engine 5. Idont use them. Do I need to remove them manually before submitting my application for review?2. I only use the READ_EXTERNAL_STORAGE permission.After adding READ_EXTERNAL_STORAGE, the following permissions are automatically added: android.permission.READ_EXTERNAL_STORAGE android.permission.READ_MEDIA_AUDIO android.permission.READ_MEDIA_VIDEO android.permission.READ_MEDIA_IMAGES android.permission.ACCESS_MEDIA_LOCATION android.permission.READ_MEDIA_IMAGE android.permission.READ_MEDIA_VISUAL_USER_SELECTED I cant remove them.
This is a huge issue and it really disappoints me and my games community who have been waiting like three months for an update.
I've started trying to develop some body tracking systems with the Quest 3 IOBT and could't find a good list of the joint ID's and indices. For anyone in the future that's looking to save time here they are:Joint ID: Body_Root - Index: 0Joint ID: Body_Root - Index: 0Joint ID: Body_Hips - Index: 1Joint ID: Body_SpineLower - Index: 2Joint ID: Body_SpineMiddle - Index: 3Joint ID: Body_SpineUpper - Index: 4Joint ID: Body_Chest - Index: 5Joint ID: Body_Neck - Index: 6Joint ID: Body_Head - Index: 7Joint ID: Body_LeftShoulder - Index: 8Joint ID: Body_LeftScapula - Index: 9Joint ID: Body_LeftArmUpper - Index: 10Joint ID: Body_LeftArmLower - Index: 11Joint ID: Body_LeftHandWristTwist - Index: 12Joint ID: Body_RightShoulder - Index: 13Joint ID: Body_RightScapula - Index: 14Joint ID: Body_RightArmUpper - Index: 15Joint ID: Body_RightArmLower - Index: 16Joint ID: Body_RightHandWristTwist - Index: 17Joint ID: Body_LeftHandPalm - Index: 18Joint ID: Body_LeftHandWrist - Index: 19Joint ID: Body_LeftHa
We are currently writing out some data to the internalDataPath directory found in the ANativeActivity struct. During development this was fine, but we are now testing the app in the App Lab, and it appears that this directory is synced across devices that are logged in to the same Meta account. Is there an application specific directory that doesn't get synced?
I bake in unreal 5.3, look fine in the unreal editor, but when I run the packaged apk I've transferred to the quest 3, I get this result: In the editor it looks hunky dory:
We are UbiSim, a vendor on Applab, and that we have a client that we're trying to send release channel email invites to via the Meta developer page, but we are receiving an error that reads, 'We couldn't find anyone with the Oculus emails... etc." We have verified with the client that they have setup the emails on the headsets but yet we are still unable to send the invites out. We haven't had any other issues with other clients.
Hello,I'm trying to make a local mixed reality board game between to players on the Quest 2. Currently I am using the colocation building block and Netcode for game objects to achieve this, my players are connecting but they aren't aligned to where they are in space. It's close but they also might be moving on the wrong axis? When the player moved on the x-axis in the room, they are moving on the z-axis according to the headset.In addition, In the NGO Network Boostrapper component of the Colocation object, I have an default sphere as the Anchor Prefab, any insight on the goal of the Anchor Prefab parameter and what I should be putting in there would be appreciated.
We are trying to build up our beta testing player base and I'm having difficulty suddenly with allowing users to test the game if they're under 18. The content rating for the game is set to 13 plus and I went into each live build and clicked confirm on the age settings but they still are getting the same message. Any help would be appreciated thank you
I'm using the Oculus Platform instructions at https://developer.oculus.com/documentation/unity/ps-ownership/ to validate a user, and after successfully calling Entitlements.IsUserEntitledToApplication() then getting a valid user.Id from calling Users.GetLoggedInUser(), when the app calls Users.GetUserProof(), some users are getting an http error of 400, while others, including myself, are not.So far the only consistency is US based success versus international based failure. This is an app in development on App Lab.
Hello,I am developing an application for the Oculus Quest 2 using Unreal Engine, and I have encountered a problem when trying to configure the Stereo Layer with supports depth set to true and no alpha channel set to false. Problem:With these settings, the widgets display with a black color instead of transparency. Everything works correctly in the emulation mode on PC, but on the Oculus Quest 2 (Android) device, transparency does not display properly when depth support is enabled. What I Have Tried:* Enabling and disabling various combinations of settings for supports depth and no alpha channel.* Configuring the widget material: * Blend Mode = Translucent * Separate Translucency = true* Updating to the latest version of Unreal Engine and Oculus SDK.* Using masks instead of alpha transparency.* Checking all standard rendering and post-processing settings in the project. Engine: UnrealEngine-oculus-4.27.2-release-1.89.0-v62.0 Question:Is it possible to use
Hello, I am developing a VR application using MetaQuest3. Is there a tutorial available to understand the behavior of the Interactable Unity Event Wrapper?Specifically, I want to implement code that deletes the target object upon selection and records the number of deleted objects. However, I don't understand the mechanism of the Interactable Unity Event Wrapper well enough to implement this.
the bodyTracking of OVR plugin returns rotations of following bones:ovrpBoneId_Body_Start = 0,ovrpBoneId_Body_Root = ovrpBoneId_Body_Start + 0,ovrpBoneId_Body_Hips = ovrpBoneId_Body_Start + 1,ovrpBoneId_Body_SpineLower = ovrpBoneId_Body_Start + 2,ovrpBoneId_Body_SpineMiddle = ovrpBoneId_Body_Start + 3,...the question is, where can I get a skeleton that has same struct as this enum?I've seen similar skeleton (SK_high_fidelity_rig in the https://github.com/oculus-samples/Unreal-Movement), but after careful comparison there is minor difference (say, it has LeftHandThumbTrapezium but enum hasn't)
Hello,I use a quest 3 in UE5 using steamvr currently (new to quest dev in ue). I use Steam link to stream the picture to the quest3. I never packed an apk but simply started the game from the ue editor in vr mode in unreal.I recognized, that every time i start/stop the game in the editor, the orientation (yaw) of my virtual space in unreal changes kind of randomly... probably depends on inital headset position when i start the game. I want to place a virtual object in my 3d scene and i want it to correspont to the real-world location for ever - even when i shutdown unreal and the quest headset and restart. Think of an AR way to place a virtual object in your room in a specific position. I already found the ARPins, but couldnt get it to run (at least not when starting the game from the UE editor in vr mode - they seem to be overpowered for my case anyway). Generally i wonder why it is so hard to match virtual orientation to real-world-orientation. The guardian/champerone
I'm posting here to hopefully speak out for all the other Android users here. We want to be able to track our health details when we get a good work out in just like IOS
I posted this in reply to another thread, but realised afterwards that that issue was marked as resolved, when it clearly isn't.I have a Quest 2 and a Quest 3, and I'm attempting to create an app, so I need developer mode enabled. Developer mode is working on the Quest 3 but not on the Quest 2, so I took the advice I read here and raised the issue with support.When I contacted support about this issue, they said the following:Hello, Thank you for reaching out. Our team assists developers with app administration, review, compliance and enforcement-related issues. We do not support any type of account-level issue, including issues configuring developer mode on your device. You can find the instructions for setting up developer mode here: https://developer.oculus.com/documentation/native/android/mobile-device-setup/ We recommend checking our developer documentation for possible solutions. If you are unable to resolve the issue or have additional questio
Hello,I've been trying to set-up the hands being animated by the controller inputs, using Capsense, as shown here: https://developer.oculus.com/documentation/unity/unity-capsense/However it only works in Android Build. I can't neither test it in the editor nor in Windows build using Oculus Link.It seems like the Hand.IsTrackedDataValid variable goes to false because the HandVisual.cs script hides the skinnedMeshRenderer. Except I don't seem to have any control over why the hand is declared as not tracked. Is there any way to fix this?Unity 2022.3.20f1Meta v0.65
I have working Unity app using Meta avatars. Lipsync works well - other network players see my face moving. So data is receiving correctly. But! When I introduced face tracking, it only works locally. Nobody see my facetracking except me. I'm using the pair of Sample avatar entities (local and remote) on my network player prefab. Everything works except sending facetracking. Can you help me?
Hey there! I'm currently trying to fix an issue with my VR Project, where the GameObject I grab goes to a "default" rotation when grabbing from a distance. This issue does not occur when "actually" grabbing the object. this is for both hand and controller grabbingAfter Grabbing (it flips) Before GrabbingIs there any way to easily fix this? Thank you in advance and sorry if it's just a button I missed! (below are scripts attached to the object)
I can see that in Quest, interaction_profiles/microsoft/hand_interaction is supported, and this lets me detect the actions /input/squeeze/value and input/select/value.What I can't seem to do is detect when the hand is turned towards the user such that the "menu" button is visible.What is the "correct" way to detect this, so I can handle the menu button with OpenXR?
The specs clearly state that:If the returned isActive is true, the runtime must return all joint locations with bothXR_SPACE_LOCATION_POSITION_VALID_BIT and XR_SPACE_LOCATION_ORIENTATION_VALID_BIT set. Although, inthis case, some joint space locations may be untracked (i.e. XR_SPACE_LOCATION_POSITION_TRACKED_BIT orXR_SPACE_LOCATION_ORIENTATION_TRACKED_BIT is unset). However the OpenXR runtime in meta devices do always return isActive as true once hand tracking has been activated. This means that when a given hand is not tracked because is out of sight, the isActive field is true but the flags for all the joints are zero, meaning that the system is saying at the same time that the hands are tracked and not tracked.
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