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Hi, after using Building Blocks in Unity to set up controller tracking I realized, that the visuals for the Quest Plus controllers are not wired up correctly. Pls see the attached screenshots. It's simple to solve, but annoying to do manually every time. 😑br, MaxProblem - Left Controller:Problem - Right Controller:Solution - Left Controller:Solution - Right Controller:
Ever since VR Objects were made available, the SDK has had ovrTrackedDevice_Object0, ovrTrackedDevice_Object1, ovrTrackedDevice_Object2 and ovrTrackedDevice_Object3. It's also possible to bind two touch controllers as VR Objects (I haven't tried more than 2 yet).However only ovrTrackedDevice_Object0 works, and if two controllers are bound as VR Objects then they conflict with each other, alternating which is active, making both unusable until you remove one of them.Will all four objects be supported in the future, or is one going to remain the limit?
Hello,I am looking to setup my VR app (apk + obb) to be hosted publicly and distributed to enterprise headsets via Meta Quest for Business. Unfortunately it looks like Meta Quest for Business does not provide a way to upload my apk and obb like I can for the Meta Quest store/app lab. Has anyone found a good solution that allows for automatic download like Meta Quest for Business requires to host their large apk and obb's that meets Meta's requirements?In some of their documentation they showed folks using https://rawgit.com/ but it looks like that service is being shut down and I'm not sure looking at the alternatives rawgit.com recommends if they will work for Meta.I have my apk and obb backed up on a public github with LFS (that autodownloads for me and is not SHA encrypted).But no matter what hosting solution I try Meta Quest for business scans the app and says there was an error:An error occurred when scanning the app file for AceDouble-check the app file link and try aga
I have a cube as a reset position located in x:0 y:0 z:0.I am trying to player to move to the reset position after collision enter. The collision works but the player is not moving to the reset position.I am using OVR Camera rig. Any idea how I can solve this? [SerializeField] Transform resetTransform; [SerializeField] GameObject player; [SerializeField] Camera playerHead; public void ResetPosition() { var rotationAngleY = playerHead.transform.rotation.eulerAngles.y - resetTransform.transform.rotation.y; player.transform.Rotate(0, -rotationAngleY, 0); var distanceDiff = resetTransform.position - playerHead.transform.position; player.transform.position += distanceDiff; }
I was in bingo yesterday and the entire world of people was sent to their Home Screen suddenly. We have to all log back in and it reset the world. Did anyone else experience this?
Hello,We require to get the Display name and Username for unique identification of our devices as they are logged in with specific Oculus account. I have setup an account on Oculus developer dashboard as required as well as doing all the certifications and requirements > data use checkup. The code in the Game Manager class is as follows public bool InitOculus() { try { Core.Initialize(123****132); Users.GetLoggedInUser().OnComplete(LoggedInUser); } catch (UnityException e) { Debug.LogException(e); UnityEngine.Application.Quit(); } return true; } void LoggedInUser(Message msg)&
Hi, we have developing the application with virtual keyboard for login purpose and using meta xr sdk,Current behavior we are facing: keyboard is enabled but its not interactable through controller ray.Meta XR Version - 65.0.0Unity Version - 6.0.0.0Virtual keyboard settings:1. Enabled the controller ray interaction in OvrVirtiualKeyboard script.2.Render model support - enabled in Ovr manager3.Virtual keyboard support - supported in Ovr manager.4.we are enabling the keyboard using showkeyboard() function.5. Also set the current text handler for active input field.6. we are using ray interactable for ui interactionPlease let us know for any settings we are missing for virtual keyboard with meta xr and also share example scene development with meta xr sdk.Thanks in advance.
Hello, I decided to upgrade my main menu UI by switching from standard 3d Widget to Stereo Layers in order to increase sharpness. For anybody interested, method is explained here. After upgrading, text is indeed sharper. So, I had two remaining tasks: to render a laser (line from controller to the cursor) and the cursor (on the tip of laser to show where user is aiming).For cursor, initially I was using a StaticMeshComponent (a sphere). But it turned out since StereoLayers are drawn on top of everything, the mesh got hidden behind the Menu UI now. There is a boolean flag called "Supports Depth" for this purpose on StereoLayer, but it is problematic: So, it is not supported by default OpenXR. But after enabling MetaXR plugin, it works and mesh is rendered on top of Menu - which is good. Then I decided to keep things platform independent, and modified the cursor from mesh to a stereo layer with higher priority. This way, I won't be dependent on MetaXR. So far so
My original project ran into some version errors which required me to make a new project and I am trying to use the same App Key and Manifest from that project. My app is already approved by Meta App Lab and I do not want to have to change App Keys and go through the approval process again. Is there a way to use the same App Key for a different project build?
Explorando a Fronteira da InteraçãoA visão sobre os desafios de usabilidade e interação na realidade aumentada destaca a jornada em direção a uma experiência imersiva e intuitiva. Com a visão de especialistas como Augusto Galia, percebemos que a realidade aumentada expande os limites da interação humano-computador, mas também apresenta desafios únicos que precisam ser superados. A visão é de um futuro onde a interação com o mundo digital é tão natural quanto a interação com o mundo físico. Desafio da Interface NaturalUma das visões mais evidentes é o desafio de criar interfaces naturais na realidade aumentada. A visão é de como a interação deve ser intuitiva e livre de obstáculos, permitindo que os usuários usem gestos, comandos de voz e movimentos para controlar objetos digitais. Com a visão de especialistas como Augusto Galia, percebemos que a simplicidade e a naturalidade são as chaves para uma experiência de usuário bem-sucedida. Integração de Contexto e InformaçãoA visão
Hi there,Is there a way to submit pull requests to Meta's Unity XR packages, or any future plans to allow this? I'm using Meta's NPM scoped registry to install packages. I frequently run into situations where a certain class doesn't quite have the functionality I need. I will try to create a new class, have my new class inherit from the base class, and then add the functionality I want, but I end up running into permission issues frequently (private fields/functions that I'd like to be protected, virtual, etc.). This means I generally end up copying, pasting and renaming entire files and modifying them, since I don't want to modify Meta's packages directly and have difficulty updating to new versions in the future. However, this often means copying/pasting/renaming/editing many many many files due to cascading permission issues, and it gets messy very quickly and tends to be pretty time-consuming. If the packages were hosted on a public repo like GitHub, I would want to submit pul
Hello,I'm working on a music visualization app called Fizz in Unity. I am able to visualize system audio using the Android Visualizer Class and I'm able to control/pause playback by dispatching media key events to Android's AudioManager.However, I'm struggling to get current track metadata. The appropriate way to do this seems to be to use MediaSessionManager with a custom NotificationListenerService. Unfortunately, notification listener permission requires the user to manually enable it in settings. Quest OS apparently does not properly surface this permission and android.settings.ACTION_NOTIFICATION_LISTENER_SETTINGS goes to the generic system settings.I have confirmed that the full pipeline works by manually granting that permission with ADB, so the only thing blocking me is the missing option in settings. Unless there's another way to do this?Thanks!-S
Dear Meta staff, can we please make ALL materials URP in all samples for Unity?I don't know any person using Built-In Renderer Pipeline in their Quest projects anyways.... I think this will give a lot of value to the samples offered by Meta, without having to duplicate materials and re assign them cus the URP converter can't change some stuff in the packages folders.....Thanks!
We've received reports from a few users who are encountering an error when trying to leave reviews on the Meta Store for Tribe XR. The error message they see is "We're having trouble completing your request. Please try again later." Interestingly, some of these users have been able to successfully leave reviews for other apps.Is this a known issue? Do you have any insights on what might be causing this problem? Any suggestions on how we could help these users resolve the issue would be greatly appreciated.Thanks, Ozan!
There are two option for OpenXR API in UE's Project Settings. One is Oculus OpenXR and another one is Epic OpenXR.I use VRE plugin and if I use Oculus OpenXR, I completely lose hand tracking functionality provided by VRE (which is amazing btw). If I use Epic OpenXR, I get everything I can wish for, except for some reason game's colors are washed out and who knows what else I miss out on (whatever special sauce Oculus OpenXR has over Epic's OpenXR).So, I am wondering what do I lose by going with Epic OpenXR over Oculus OpenXR ?
It appears as of v65 the nodes LoadSceneFromDeviceAsync and LoadSceneFromDevice both automatically trigger SpawnActors (SpawnInterior in v64). Does anyone know if there is any way to disable this? I'm getting some glitches and would rather continue to control both tasks separately (Load the scene data and then spawn the scene actors later). I'm running UE5.3.2 with the v65 plugins for MetaXR and MRUK - I'm testing on a Quest2.
hello guys, I'm trying to convert the Survival template pro from unity (used to make tha forest game in steam) into a VR game using steam VR (HTC vive headset.) but i'm facing lots of truoble and tha main error is that when the camera rig is set active and used in the scene. The main figure is place outside the scene itself. Also the game is only visible from the right dispplay in VR and Left display is blank and only shows static images when pressed escape.
Hello everyone,I'm currently working on a project in Unity for the Meta Quest 3, and I'm facing several challenges that I hope some of you might be able to help me address.Rendering Issues in APK Build: When I run my scene directly from Unity on my PC connected to the Quest 3 via Link, everything renders correctly. However, when I create an APK and run it on the Quest 3, certain elements like water and body models do not render properly. It seems as though the body model is not visible and the water in the scene does not display at all.Body Tracking: Alongside rendering issues, the body tracking does not function as expected in the APK build. When connected to the PC, the body tracking works fine, but this functionality breaks down in the standalone APK.Configuration Details:Unity Version: Unity 2021.3.26f1XR Plugin Management settings are configured for Oculus.I've tried various settings for Android texture compression and multi-view rendering.My scene includes body tracking and uses
Hi I am trying to implement a ladder system where the player can climb, using hand tracking.Note that im using oculus interaction sdk. I am able to achieve this by using controllers, but how can I achieve this through hand tracking using hand grab. Any and all help is much appreciated(I don'twanttousexr interaction toolkit due to other factors). Thank you 😊
I started receiving the following failures from ovr-platform-util when uploading quest apks with multiple apps and no changes to my manifest file:The AndroidManifest.xml contains an <intent-filter>, but android:exported was not set on its parent node. Add it to your manifest and try again. See https://developer.android.com/about/versions/12/behavior-changes-12#exported for more details. Anyone else experiencing this ?
Hey, is there any place to access older versions of the Platform SDK for Unreal Engine 5?We just released our VR title, Kid Pilot, to Steam and were beginning the setup to release it to the Meta Store. However, we're working with Unreal Engine 5.0.3, we do have the Meta XR plugin for this engine version, but not the Platform SDK, and on the downloads page, the oldest version is 56.0, for UE 5.2.1Any help towards finding where the older versions of the SDK can be found would be greatly appreciated.
At current it seems to only go up to 2560 x 1440 for my Quest 3. Would be great if it would allow 4K (3840 x 2160).
Hello,We are developing an app in Unity using the Meta SDK. So far, we have implemented Shared Spatial Anchors, and they work fine when we build the project for Android.We are now trying to build the app for Windows and connect a computer with a Meta Quest 3 device. However, we are unable to log in to the app with Meta.We attempt to log in with the Meta account in the app using the following code:Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback);We would like to know if it is possible to log in with the Meta user account using PCLink. If so, does it require any extra configuration?Thank you very much.
The detailed situation is as follows.When I put on the HMD and start the app, I don't have any problems at first; it plays fine until I remove the HMD.If you remove the HMD during the app , wait a moment, and then put it back on, the controller and hand functionality doesn't work properly.My app has some objects with grabbing facility, it doesn't grabs properly after remounting again (works properly the first time).
I have a BETA tester of an app that is currently in development and when the person accept the BETA invite the following message was displayed. Can anyone let me know how to allow this 16 year old to test our app. Thanks
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