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I can't find any manual how to correct set app icon and banner in unity. Can anyone say how to do it and what requirements for banners.
I really want to mod my RDR2 with VR mod, but just one reason why i do not want to do it - head weapon tageting. So it really worth it, or i need to find motion control solution? I know in UEVR there is option what allows to connect mouse (screen) controll to controller, but RDR2 not UE4 so It isn't solution.
Hi folks,I'm currently building a prototype for a project (using unity 2019.4.0f1). That means it doesn't have to be perfect and there are just a few functions involved.So far I created the environment and added a dialogue system, which pops up when the button is hit. This is working absolutely fine when I'm in Unity and try it on play mode. But when I try it out on my Oculus Quest, everything is shown correctly but I'm not able to click the button (as I did in play mode with the mouse). I'm using the custom hands and are able to grab things - but it seems I'm too stupid to click buttons. My brain tells me that there is a simple solution, but right now I'm more than desperate. I hope there's someone out there, who can help me. Btw I'm a newbie and try my best - be kind. Thank you in advance!I don't know if it helps but here are my Hierarchy...The button in the inspector...and the button in game
I have been receiving the following error when uploading my build to Production in the Developer Hub:• APK install location should be `auto` (android:installLocation in AndroidManifest.xml). See documentation at: https://developer.oculus.com/distribute/publish-mobile-manifest/I have verified that my Android manifest includes "android:installLocation="auto," and my APK Install location in Unity Project Settings is also set to auto. This is a problem I have been struggling with for a while now. Please help me.
EDIT: fixed - bug caused by networking replicationHello everyone! I am working on a VR project using Avatar SDK. I am having problems using custom input for the avatar when snap rotating, currently when snap rotating the arms stutter, even though the avatar is following the left-hand circle which is the OVRCameraRig's leftHandAnchor.The stuttering:https://www.youtube.com/watch?v=pChImVa8R2A&ab_channel=LeoA pose.LeftHandPosition = Quaternion.AngleAxis( playerInputs.ValueRO.SnapRotation, Vector3.up) * pose.LeftHandPosition; pose.LeftHandRotation = Quaternion.AngleAxis( playerInputs.ValueRO.SnapRotation, Vector3.up) * pose.LeftHandRotation; The avatar is set to follow the OVRCameraRig and the circle which is a child of the leftHandAnchor never stutters.I have my suspicions I am not doing something with the AvatarSDK. Any help would be appreciated. Thank you.
Hi there, I am attempting to upgrade my Unity 2022.3.27f1 project from using the Built-In Render Pipeline to the Universal Render Pipeline (UPM v14.0.11). I am building a Mixed Reality project for Quest 3 with the All-In-One SDK making use of Passthrough, Scene, Depth, and Interaction. In Editor everything looks good, but when I build to the headset every single material is the broken/missing pink error color. Even the app splash screen that just shows the title card texture, and Unity's conversion of the BIRP 2D UI material for e.g. HUD sprites.As far as I can tell, I've done everything necessary to make the switch. I did the basics of setup i.e. installing the Universal RP package, creating a pipeline asset and setting it in the project settings everywhere necessary, running the auto-material converter, even going into that little conversion wizard and doing all the initialization and conversion. I've re-checked the Project Setup tool from the SDK to make sure all my settings are cor
Hello, I installed OVR Metrics Tool via App Lab, but after I tried to remove it, it does not want to do that and if you look at the reviews of the page, there are many people with the same problem.
I think it would be very useful to have the DLL project included in the base SDK. In addition to letting us tweak the Unity integration, that DLL could be very useful for binding to other languages such as Java and C# outside of Unity, since it has C style calling conventions and only needs a header in the application code.Some developers will also just want to keep the sdk separate from their game code for dependency management or patching reasons, and having a DLL build option will be more attractive to them.
WARNING: 0:2: 'GL_EXT_shader_texture_lod' : extension is not supportedWARNING: 0:3: 'GL_EXT_shader_framebuffer_fetch' : extension is not supportedERROR: too many uniforms Frontend.framework.js:1126 Note: Creation of internal variant of shader 'Universal Render Pipeline/Lit' failed. Frontend.framework.js:1126 WARNING: 0:2: 'GL_EXT_shader_texture_lod' : extension is not supportedWARNING: 0:3: 'GL_EXT_shader_framebuffer_fetch' : extension is not supportedERROR: too many uniforms Frontend.framework.js:1126 Note: Creation of internal variant of shader 'Universal Render Pipeline/Lit' failed. Frontend.framework.js:1126 WARNING: 0:2: 'GL_EXT_shader_texture_lod' : extension is not supportedWARNING: 0:3: 'GL_EXT_shader_framebuffer_fetch' : extension is not supportedERROR: too many uniforms Any solution? Dead in the water here ...
Hello! I'd like to know if there is an API which we can call to retrieve data about upcoming events in Horizon Worlds or other Meta-owned metaverse apps? All of the docs I see are intended for people developing apps or doing things within Horizon Worlds, but not so much for getting metadata about Horizon Worlds or events in it.
Hi everyone, I'm trying to access the Oculus platform, specifically the people app and be able to login a user from the exterior of the headset and use Deep Links to be able to communicate an app with the rest of the metaverse (to any android, iOS, or PC/maOS devices, using UE5 as development platform) but I can't see any way to do that, if anyone can help me with any tip or suggestion will be great.
How would one go about tracking hands and only ONE controller at the same time in MR (Quest 3) ?I also would like to make it where controller doesn't "fall asleep" when not being interacted with.
I'm creating a music game in Unity. I've found that when I test my game, with the audio playing through the Quest 3 speakers, there is really bad crackling and popping. However, when I use my headphones, this problem goes away.I don't have much experience with sound engineering, so I'm not sure how to approach debugging this issue. Is there a Unity setting I'm missing?Thanks
We have recently run into some problems with navigation in a Quest 2/3 project. Navmesh agents which functioned perfectly in the editor were not working in our test builds for android. After some testing we've learned that when building for Windows or Android, if the Mono backend is available and used, everything behaves as expected, but switching to IL2CPP causes the below error messages, regardless of whether the navmesh agent is pre-existing or instantiated at runtime. I have already tried many potential solutions including Warp() or setting position before enabling the agent, rebuilding NavMeshSurfaces at runtime before instantiating the agents, and have switched back to the legacy NavMesh system to rely on baked navmesh data, none of which have changed anything. We have tested with extremely basic Navmesh agent wander behaviour and it seems clear that the backend is somehow affecting the references to Navmesh or the mesh data itself. Has anybody experienced this pr
What would happen if all Facebook users could feel more united to their website, making it different but not so different from a conventional profile but with editable sections, so that users can design, distribute and categorize each and every aspect.
Last version of Oculus 2 softwareVersion: 32.0.0.58.353.311069636OS Version: user-18371800151900000Edit: Latest version still not workingVersion: 33.0.0.46.367.328965050OS Version: user-19130100108500000 Edit2: Latest version still not workingVersion: 34.0.0.91.366.316373824OS Version: user-20169900217500000 Edit3: Latest version now workingVersion: 42.....But not working with handtracking. Confirm screen has it disabled and cannot do anything untill user picks up a controller and confirms/denies it. has a new bug (was working in previous version 31.1....) and is working fine on other devices with android 10The new bug is with asking for screen capture permission, If an app asks for it, exception is thrown.This should be working, there is no other way to get the required permission for screenCapture / recording private final ActivityResultLauncher<Intent> resultLauncher = registerForActivityResult .... .... MediaProjection
Hi,I have a scene that is working in one room and I would like it to rescan the scene or load a new scene from the device if I move into a new physical room (scanned and present on the device).I am debugging the efficiency of MRUKRoom.IsPositionInRoom(Vector3 pos) by recoloring the EffectMesh...But the below code does not do what it should... Any Meta ppl can help??? Please... if (!isInRoom) { _effectMesh.MeshMaterial.color = Color.green; MRUK.Instance.ClearScene(); MRUK.Instance.LoadSceneFromDevice(); } Thank you.GL
We need to set up an 11x11 meter area for an MR game, and our app will generate MR scene base on scene data.Please find our scanning steps below:Physical Space > Space Setup > SetupWalk through the space for room scanning until the mesh polygon is fully coveredOnce scanning is complete, the auto-generated walls and furniture appear in my viewHowever, the walls are not blue as usual, they are red. When I try to modify them, nothing happens(no pop-up window or any feedback at all).I expected a pop-up window to confirm deletion or a ‘+’ symbol on the lower left/right to modify or add new walls, but nothing is triggered except for the setup completion pop-up to end the process (pop-up as image below).I apologize for not having a capture during the scanning process. The image was captured in the “edit” managed spaces, where I can no longer modify or capture the red walls.To clarify, this issue occurs after the room scanning is completed, but the auto-generated walls and furniture cann
Hi, I am trying to use the audio input for voice command using Voice SDK but I also need to record the audio. There is a conflict and I tried to use another microphone for audio recording. I checked the Microphone.devices and there are three microphones available, but the second and the third microphone failed to Microphone.start:Android audio inputAndroid camcorder inputAndroid voice recognition input I guess my question is, how audio recording and voice SDK can exist at the same time. Can I use another microphone to do audio recording? Can I specify which microphone I want to use for voice SDK?Any device is appreciated. Thank you.
I've found what may be a bug with OVRSpatialAnchor.LoadUnboundAnchorsAsync(). I'm using Meta XR Core SDK v65.0.0. It doesn't work the first time it is called, but it does work if called a second time.My function call looks just like line 177 of SpatialAnchorCoreBuildingBlock.cs:var result = await OVRSpatialAnchor.LoadUnboundAnchorsAsync(uuids, unboundAnchors);uuids is a List<Guid> and unboundAnchors is a List<OVRSpatialAnchor.UnboundAnchor>.I get this warning on the first run:[OVRPlugin] [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrDiscoverSpacesMETA(m_xrSession, &xrDiscoveryInfo, (XrAsyncRequestIdFB*)requestId), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:16829 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:311)And result.Status is FailureInvalidOption.However, if I run it again, it works as expected.Please note that the (now deprecated) OVRSpatialAnchor.LoadUnboundAnchorsAsync() that takes a OVRSpatialAnchor.LoadOpti
I need the createTime to work around a problem which seems to occur because my project doesn't use OVRCameraRig.I am using the sample code from https://github.com/oculus-samples/Unity-DepthAPI (and the packages they embed) with a simple script to dump the params.I have tried upgrading the Meta SDK to 65 but it is the same.
I have a passthrough project which has its own main camera etc. and doesn't use OVRCameraRig.The Depth API is giving offset results, the "holes" are cut out too far to the right, usually.Poking around with the values consumed by EnvironmentDepthTextureProvider (OVRPlugin.GetNodeFrustum2, NativeMethods.GetEnvironmentDepthFrameDesc) to generate the reprojection matrices, it looks like the near Z and far Z are not what our main camera is using - I guess there's a chance the FoV values are different too, but these are L/R/T/D tangents so not immediately comparable.If I use OVRCameraRig the calibration is correct - but this breaks the controller tracking and will need quite a lot of work to unpick.Inside EnvironmentDepthTextureProvider there are some references to OVRCameraRig. Does that mean it is required?
Tried finding information about this both here and the documentation.Need to know if we need track achievement progress ourselves when players are offline and then sync with the server or if that is handled by your SDK.We've had errors being thrown when trying to track progress on achievements when disabling wifi during gameplay.Thanks,H
I'm encountering a type conflict error ("CS0433 The type 'ManualResetValueTaskSourceCore<TResult>' exists in both...") when using the latest version of the Oculus XR SDK package (com.meta.xr.sdk.core).This conflict seems to be between the Oculus SDK's internal use of ManualResetValueTaskSourceCore<TResult> and the version provided by the .NET framework (or another package).What I've Tried:I've ensured I'm using the latest version of the com.meta.xr.sdk.core package through the Unity Package Manager.I attempted to resolve the conflict by adding a compiler argument specifying the location of the desired Microsoft.Bcl.AsyncInterfaces.dll file within Unity project preferences, but it didn't work.I've explored alternative solutions like namespace aliasing, but unfortunately, modifying the Oculus SDK files directly is not an option as it's a package managed by Unity.I also tried the solution as mentioned in this thread, which solves the error in the editor, but upon APK build it
Hello everyone, i'm currently working on a simple local multiplayer app with the new sdk meta xr 65.0 and i'm trying to use the building block colocation: the app seems to works only with two people and only 2 quest 3 devices and the colocation is not accurate as it should be. For Example i tried meta apps like Cryptic cabinet and the colocation works great on all devices that enter the same room, but i downloaded the same git project and after i published it only 2 Quest3 devices are badly colocated. I alredy created an app on meta quest dashboard but i'm sure a did miss something, any ideas?Thanks
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