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I noticed after the function load room my character can not teleport in the world, because such a feeling that after load room it does not release the character anywhere, anyone know the solution?
I want to leverage Unity's cross platform ARFoundation library which requires using the Unity OpenXR Plugin rather than Meta's own XR Plugin.I have set up several valid OpenXR skeleton projects inside of different versions of Unity but all builds will not launch on Quest unless I use OpenGLES3.2. I unfortunately must use Vulkan for my project's needs. Builds with other versions of OpenGL will not launch properly unless I sleep and wake the device, and Vulkan builds will simply crash. A crashing Vulkan build's logs are attached to this post.I have tried multiple versions of Unity (2021, 2022.3.11, 2022.3.15, and 2023.2.3) and multiple separate projects with no success. I correctly configure the Unity OpenXR XR Plugin with the Meta Quest Feature Group and correct controller interaction profiles.
Hi! I'm adding in app purchases in a Oculus app using Unity Oculus plugin. In order to measure monetization, I want to log purchases in some third party analytics services. Most of them request the price amount and the price currency in ISO 4217 format ("USD", "EUR", "GBP", etc.).I don't know how can I obtain this values using the Unity API. I found this methods:CAPI.ovr_Price_GetAmountInHundredths(IntPtr o)CAPI.ovr_Price_GetCurrency(IntPtr o)The problem is that I don't know what I need to pass as "IntPtr o" parameter. I tried to use the native message used to construct Product and Purchase classes, but it didn't work. It looks like there are not implemented as Price class doesn't exist.In other way, maybe I could take some json receipt than it can be deserialize with this information, but I don't know where in Purchase class I can get it (any the json format if it exists).I don't know what Purchase.DeveloperPayload and Purchase.ReportingId fields are, as they are always empty (a
Dear mates,I'm designing an experience for the Meta Pro device in which I nees to use eye tracking, face tracking and body tracking. I'm using Unity 3D software for the development of the experience and the Meta Quest Link app. Until the last update of Oculus Link App, I was able to use eye, face and body tracking data in Play Editor of Unity. However, with the last update, the configure options related to this terms have dissapeared from the Version Beta config tab in the Oculus Link App. At the begining I though that it was included in the general track and it'salways accesible for the Link environment. However, now i cant get data in Unity editor Play mode ("Failed to start eye tracking" - Unity Warning). Do you know how to configure Meta Quest Link app and Unity in order to use it again? (In the headset the eye, face and body tracking is active)Also, do you know if it's possible to use this data in other Link apps like Virtual Desktop or SteamVR?My Meta Quest Link version is 6
OVRServiceLauncher started from the wrong execution contexdt. LastError = 0x427 (1063): The service process could not connect to the service controller. Pass in the "-install -start" arguments to install the service launcher as a Windows service and start it. Installing will not start the Oculus Runtime without the additional "-start argument. You can also use the "-uninstall" argument to stop and uninstall the service launcher. Uninstalling will also stop the Oculus Runtime.
I am developing an Unreal Engine app for Quest and recently moved from the Oculus XR API, "Legacy OVRPlugin", to the XR API, "OVRPlugin OpenXR".After moving to the"OVRPlugin OpenXR" XR API, the Oculus library function `GetAvailableDisplayFrequencies` just returns an empty array instead of a legitimate list of the possible display frequencies. I am still able to set the display rate with `SetDisplayFrequency`. I am just unable to check the available frequencies. It would be helpful if I was able to check the available frequencies so I could always choose the highest frame rate option from the list. (Although this may not usually be best practice, it is very necessary for my particular app.)
Hello,I am working on a game for Quest 2 via UE5.1. I have to add a feature similar to infrared-vision. Initially, I followed standard post-process tutorials, but then came into following conclusion:- For post-process to work I need to enable MobileHDR option, which will decrease performance- Even if I accept it and enable MobileHDR, it leads to rendering issues: effect works on Quest 2, but one eye is completely black. In the end I decided that it is better to stick to Tone Mapping Guide: https://developer.oculus.com/documentation/unreal/unreal-tonemapping/I am using UE VR template, and have MetaXR plugin enabled. Vulkan is enabled there by default. Also, I execute following command: r.Mobile.TonemapSubpass=1 When I build apk and run it on Quest 2, nothing happens. But if I test in UE Editor Preview, the effect works and modifies the screen colors. These are the post-process settings that I apply to my camera (for test purposes):&
So I have game that I got added to AppLab which isn't released to make Beta testing easier. So I added some people through email to the Alpha channel and they accepted it but when they go to app browser the app isn't greyed out meaning you have it but you just need to install it. So they have to search up the app name on the store then hit install. Just wondering if I am doing something wrong and how to make it so when they accept joining the alpha channel is just auto show up on the app browser and they just have to install it. Hope this makes sense, thanks!
Hello, after 2 full days of trying solutions, I need help. Making a project now in Unity 2023.2.19f, OpenXR Plugin version 1.10.0 (tried 1.11.0-exp.1), XR Interaction Toolkit 3.0.3, XR Plugin Management 4.4.0 so it's all up to date. In the package manager, it says I have Oculus XR Plugin 4.2.0 installed, but I only installed the Oculus LipSync package (Oculus Lipsync for Unity Development: Unity | Oculus Developers) and the one VR editor tool to help with building a store-ready androidmanifest.xml file.My plan is to make a game using OpenXR from Unity to publish a cross-platform multiplayer game. I have an alpha channel set up on Meta Quest Developer Hub and published one stable scene a few months ago, but the game has grown and updates have taken place. I've been developing and testing just fine for the past few months for Windows and making regular builds that work great. A week ago I tried building for Android, and built successfully, but wouldn't open on either Meta Quest I own (2/
Hey there!I recently started looking at Oculus Lipsync for Unreal engine. I have downloaded the demo project with the plugin and got it working with 4.27. I have had a look around the demo project and tried to understand how it works. However I have noticed I can only get the "playback" demo to work and not the "live" demo. I have not touched anything in the demo project, the plugin works well with playback audio - I even managed to hook up my own character with no issues at all, I just cant get the live mode to work - which is ultimately what I would like to be using this for.Wondering if perhaps I need to specify a microphone or something in the config of the project but there's absolutely nothing in the documentation and I assumed it should work out of the box just like the playback demo.One last bit of information for anyone who may be able to help. In the documentation it states "When a prediction is ready, the OVRLipSync Actor component will trigger the O
Hello everyone,The newest Meta XR plugin just dropped for 5.3.2, and I have a serious issue that is preventing me with publishing.My app has been finished for a while now, but I couldn't publish as I am unable to pass VRC requirement 9.That is the requirement to recenter on pressing the home button.Now in Unreal Engine, the home button is not mappable and recenter was done through VRNotification delegates.These delegates are broken in 5.3.2, which was confirmed by UE developershttps://forums.unrealengine.com/t/recenter-event/747484/15My understanding is that currently due to this issue, that is not going to be fixed in 5.3.2, publishing is not possible in this engine version.In UE 5.4 delegates are fixed and work as they should, but now the virtual keyboard is broken and there is no Meta XR plugin released yet.https://forums.unrealengine.com/t/ue-5-4-virtual-keyboard-issue/1844588/2Does anyone have any input, advice on this?
Hi. I'm going to the account manager screen to set up a developer account and it gives me a CHOICE of options. Credit card OR two factor signin. I set up the two factor, and it is active and working - but can't past this screen or ever bring up the webpage to create a compnay account because it ALWAYS throws me back to this screen. How do I get past this? So frustrating. Thanks for any suggestions
Hi I'm just a hobby guy not a real programmer or nothing but i'm trying to follow some tutorials for making quest games i can make simple fun scenes.But i installed the Meta XR Audio SDK and set it up the way it mentions herehttps://developer.oculus.com/documentation/unity/unity-gs-overview/in the Project settings. Now i try to use Audio sources and as soon as i click on the check box for Spatialize i get an error about Audio source failed to initialize audio spatializer. Please check that the project audio settings and make sure that the selected spatializer is compatible with the target.THe target, is that ANdroid? Well i guess it's android because it's for Quest. Why is not working?I don't have A Mixer. Is that the reason why it fails. I thought there should be one inlcuded and i don't know how to make one.
Hi all,We tried both UnitySimpleFileBrower and UnityNativeFilePicker, encountered different issues.UnitySimpleFileBrowser doesn’t show any folders except subfolders of Application.persistentDataPath. We want to access files in other address.In UnityNativeFilePicker the method startActivityForResult invokes the intent ACTION_OPEN_DOCUMENT, which indeed opens the native file picker. But the result is never returned and the onActivityResult-method is never called. It works on an android phone thought.Anyone get luck with other assets or we are missing something here?
I'm getting a console error upon installing Meta XR Core SDK on my Unity 2021.3.36f1 project:[Package Manager Window] Error while getting access token: invalid configuration from Unity Connect UnityEditor.AsyncHTTPClient:Done (UnityEditor.AsyncHTTPClient/State,int)Additionally I'm seeing an error icon with a message "Error while getting access token: invalid configuration from Unity Connect" next to all of the Meta SDK related packages. I've tried uninstalling and reinstalling the package as well as updating it to V63 but the error persists. This also happens accross three different Unity projects on all computers in my organization.No other package displays this error.I've also confirmed that my Unity services are all running correctly and that I'm logged in the Unity hub with the same account as my asset store.
Since OBB files have a limit of 4GB, we are looking at providing multiple OBB expansion files.On this topic, I was reading the following pagehttps://developer.oculus.com/documentation/unreal/ps-assets/I see how additional OBB expansion files can be provided as required assets, but how can the initial OBB be split into multiple smaller files? Does this require Engine changes? Just wondering if any other Unreal Engine developers have encountered this issue, and how they have solved it?Thanks
Hello, I am wondering if private VR Unity developed apps are still able to be sideloaded onto Meta Quest 3 for use in smaller business cases where someone would not be interested in publicizing their application.I’m sure the answer to this question is floating around somewhere on the forum. I found a response from 2019 confirming this is doable, but was hoping for an up to date response. Thank you for reading and for your patience! I am new to this.
I'm testing MR app developpment with Unreal 5.3.2 on Quest 3.After setting up the passthrough (following different tutorials on youtube), packaging the apk and installing it on the quest 3 via sidequest, I'm confronted with one of the 2 following problems : - I deactivate openXR and use Oculus + OVR option as XR API option in the MetaXR plugin but then the app crashes when launched on the quest 3- or I activate openXR and select Epic Native OpenXr option as XR API option in MetaXR plugin, then the app works fine except for the passthrough content which is fully black instead.I've read that using Meta Unreal Fork could solve the problem, except for the fact that this fork seems to have disappeard from github. Is there a solution to use passthrough with metaXR plugin in Unreal ? Thanks
I have scanned and built the room data in quest3. But I don't know how to get the camera's transform in the known room data when starting the application. I got all the OVRSceneAnchors, but I don’t know. That anchor represents the origin of the entire room, so I can’t determine the relative transform of the room and the maincamera. My development paltform is Unity.
Good day,we are a smaller reseller of Meta products, I don't know exactly what the goal of your support is, but your support is completely inadequate, either in terms of speed of response or resolution of problems. We sell several brands and for example Philips, DJI or GoPro have first-class support, not only can they communicate with us and answer questions in a timely manner, but above all they manage to take care of their products when they show a defect. A huge plus for these brands is that they can resolve the complaint within 30 days, which we cannot say in your case. Not only is there a long wait for any response from you, sometimes it even happens that you don't respond at all, it is beyond our power to send you the product, I feel that you are deliberately throwing sticks under our feet. It is sad that it is more profitable for us to send the product to our supplier, so we have to solve the complaint in a longer way due to the inability of Meta support.I advise you not to writ
It cost me 7 hours to get the virtual keyboard to show up properly, and only on the device and not in editor. I have a fairly simple project, where I have the building block in the scene, and set the position and rotation of the keyboard within 1 frame. When the default pose was 'near' it would just jump to 2m high as long as I was in VR. When the quest went to stand by the keyboard was at the right position, jumping back to 2m when putting on the headset. When it was set to custom it was only at 1.5m.Inside the headset it does work now, but I need to test it in the editor as well.There is no proper documentation to set this feature up and the sample code did not work properly on my own scene. No idea why, no errors, nothing. I also noticed that sometimes the PokeInteractable visuals do not render properly, not showing when the camera is further away or when at the edge of the vr view. If anyone has a fix, let me know. Since it works I will not spend much time on t
i need help
I have had my Quest 3 for around 3 weeks. During that time I've had some really engaging experiences. However, that engagement has been obliterated by the utterly frustrating experience I've had trying to resolve issues with the Steam drivers and the basic instructions for the Quest for such things as the height of the your character in the Quest menus.I wanted to play with the Rift Link option to maximise the gaming experience. I have had so many hours of frustrating problems with the Steam VR app and the Rift Link. I cannot believe that there has been what seems to be zero effort on behalf of the Meta team to troubleshoot and resolve the integration problems with what is always going to be your largest immediate potential market. I am on the verge of returning the device it's been so problematic. I've spent about 4 hours gaming and about 30 hours trying to assist your team in trying to resolve why my device is not working. I hate this device now. Please spend more time testing and re
Hey! I have succesfully enabled ADB over WiFi on my Quest 2 headsets via ODH (v2.4.0). I'd like to change their respective nicknames so I know which is which without relying on the serial number. The setting in question however is greyed out; it says the headset should be connected to ODH, which it clearly is — I can push builds with no issue and much more. I've tried plugging the headset directly using USB-C, but it doesn't help. Any idea what might be going on? Asssistance would be greatly appreciated. Cheers!
Hey all, I haven't even got out of the starting blocks.. technically I have fallen at the 4th hurdle, going through the hello world tutorialhttps://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/and when i try to "install" the Meta XR All-in-One SDK package i get this [Package Manager Window] Error adding package: com.meta.xr.sdk.all@64.0.0. Unable to add package [com.meta.xr.sdk.all@64.0.0]: One or more dependencies could not be added to the local file system: com.meta.xr.mrutilitykit: Cannot download the package. Your account does not grant permission to use the package. Please visit the Asset Store to acquire the package and add it to your account: Access to 'https://download.packages.unity.com/com.meta.xr.mrutilitykit/-/com.meta.xr.mrutilitykit-64.0.0.tgz' was denied com.meta.xr.sdk.audio: Cannot download the package. Your account does not grant permission to use the package. Please visit the Asset Store to acquire the package a
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