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Hello everyone,I would like to use the Full Body Tracking feature with the Meta Quest 3 in my Unreal Engine 5.3 project. My Meta Quest 3 is connected via Air Link, and in the final game, the game should also run in this manner (the executable file should not be on the headset).I've noticed that as soon as I activate the Full Body Tracking of the Meta Quest (e.g., directly through the function OculusXRMovementFunctionLibrary::StartBodyTrackingByJointSet or simply OculusXRMovementFunctionLibrary::StartBodyTracking, or if the tracking is activated in any other way, e.g., via Live Links "ApplyToClient"), the framerate drops directly to 20-30 FPS, even without anything else happening in my sample project (no mannequin performing movements or anything).I've observed this performance drop even in the sample project here: https://github.com/oculus-samples/Unreal-MovementThrough Unreal Insights, it's apparent that the RenderThread suffers greatly under the activation of the Body Tracking Start,
Hi - I would like to use my Quest 3 to view my desktop at home, but when I am not my home network. I can do the same on my home network using 'Virtual Desktop' App, however I wish to do the same when I am away from home using my shop internet connection. is this possible? I am not planning to play a game, rather some light work like read my office emails. thanks
I'm wondering if I can author a 2D app like the Gallery, Browser, or Store that runs inside the VR shell home, rather than as full 3D immersive app. I'm not really sure what to call this other than a "panel", so I don't know how to search for documentation or tutorials.Any help, even just an official name for these, would be very appreciated. If they aren't available on consumer Quests, can this be done on Oculus for Business devices?
Can Meta Avatar's Material, called to the OVR SDK, be accessed by code during runtime and modified?I tried to modify it, but the property of Material is not modified.What I want to modify is the Base Color or Rim Light settings.
Hi,I'm working on the development of a WebXR application and I've recently noticed an issue when the input controllers are temporarily lost and "reconnected".The reconnection triggers a XRInputSourcesChangeEvent event with an "added" property listing XRInputSource objects associated to each controller that is reconnected. These XRInputSource objects are supposed to have a gamepad property but it seems that this property is not set correctly (it's null) when a controller is reconnected. The problem doesn't occur the first time the controllers are detected after the initialization of the XRSession.The problem isn't reproduced on a different browser (wolvic).Expected behavior: XRInputSourcesChangeEvent should provide an "added" property listing XRInputSource objects with a properly initialiazed gamepad property when a controller is "reconnected".Any idea for a workaround until a fix is implemented would be appreciated. 🙂
I am using quest pro and Unity for development. Getting the floor level using OVRSceneRoom.Floor.transform.position.When I am using Unity editor the floor level is perfectly fine. But when I build into apk and install it on my headset, the floor level becomes very high. Tested multiple times between editor and apk but still the same happen, also tried to re-create boundary(floor, ceiling, furniture etc).Does anyone has any solution?
Hello wonderful creators!!Need your help here when I select the VR preview in unreal 5.3.2 - the preview on my laptop get stuck by just loading half the screen and It also not open's in my oculus 3 headset! (Attaching screenshot below)Your advice is highly valuable for me, kindly help with a solution!!Many thanks guys!
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After spending probably 8 hours trying to install and configure Android Studio I have come to the conclusion that either the SDK or instructions for building any of the SDK samples are outdated. Is there any plan to update the instructions for ones that might work? For example, any instructions related to the NDK or the "Project Structure" window is pretty much totally incorrect. I have had to literally uninstall and re-install Android Studio 4 times today. If I had to list specific errors, there would be at least 10 different mismatches and errors, like NDK is missing a "platforms" directory, Task 'prepareKotlinBuildScriptModel' not found in project, and many other unsolved/undocumented issues.
Hello, when meta tested my app and also testing in my android I had this message: No OBB found and no store key to try to download.But when I manually install an OBB in the created OBB folder for my game, the error disappears, but what I need is for meta to release my app.I need to have an OBB, so is not an option to package all the game data in the apk or, I guess, disable verify OBB. I already signed the app, I even used the MetaXR plugin to check android packaging, not sure what I'm missing, because I can make it work by installing the OBB I fell like is an error in the testing side.
I have a net code project where i try to use spatial anchors to achieve co-location type of game. I am using Meta Core SDK and the provided OVR Camera Rig (OVR Manager, OVR Camera Rig)...I am using netcode I am trying to align the Player in the camera rig to the spatial anchor.I managed to synchronize the anchor location, both players see the anchor in the same real life physical location. What I'm struggling with is aligning the joining players to the anchor so their characters overlap with their real life bodies.The flow of logic so far.1. I spawn the anchor at 0,0,0 for the host2. Save it, and Share it with players in the lobby3. Re-Share with joining players. 4. bind unbound anchor for client players, and wait for it to be created and localized(to this point everything is fine, both players see the anchor, but are not align to it yet.):exclamation_mark:5. Align the client player to the anchor (this is where everything aligns wrongly)The alignment code is basically th
We're running into some access issues when trying to read and write files from a Meta Quest 2 Unity Application. The strange thing is, it works fine when I write text and I have all the permissions I need, but reading doesn't work. File.WriteAllText("/sdcard/Documents/DeviceSerialNumber.txt", value);Works fine.string test = File.ReadAllText("/sdcard/Documents/DeviceSerialNumber.txt");Gives me an UnauthorizedAccessException. The reason I'm saving in external storage is that we need the data to remain when the application is uninstalled and we need the data to be accessible through other applications.We already have READ and WRITE permissions through the android manifest. The WritePermission setting is set to External (SDCard), so that should be fine too. We've been stuck on this for days and just can't seem to figure it out.
I’ve been developing a software that aims to replicate a one-to-one mapping with physical space. However, as expected, I’ve run into limitations with the rather modest boundary size. After checking forums, I noticed that many other developers face similar issues. Currently, disabling the boundary system leads to problems like losing standby positioning and inability to pass through, which isn’t ideal. So, I’m wondering if there’s a way to increase the boundary area. After all, even Apple’s AVP with its 8GB of memory supports significantly larger scene areas than the Quest. Is there a setting to adjust the boundary size? Alternatively, perhaps there’s an interface to detect standby mode or when users put on their glasses? This way, I could at least recalibrate player positions using anchor points
I am writing a **Quest 3** **headset program** with **passthrough** in **Unreal Engine 5.3.2**. The headset and plugin versions are both **V62**. However, I'm encountering an issue: if I only use **MetaXR**, I can only see a **black background and rendered content in the left eye**, while the right eye has no issues with passthrough. Even if I turn off passthrough, only one eye is rendering. I've also tried using the **officially downloaded SpatialAnchorsSample**, but the problem persists. I can confirm that it's not a device issue because the same project renders without any problems in the **Unity version**. 🤔 If you have any insights or solutions, I'd greatly appreciate it! 🙏
I have a script that handles IAP purchasesThe button works when I press it, the SKU is set the "menu" and so is an item in meta named "menu".there is also an item named "menu" in playfab and in unity and in the "special items" section.After the purchase is complete, the user does not receive the item, after hours of waiting aswell.```using UnityEngine;using System.Collections;using System.Collections.Generic;using Oculus.Platform;using Oculus.Platform.Models;using PlayFab;using PlayFab.ClientModels; public class IAPChimp : MonoBehaviour{ [SerializeField] private Playfablogin playfablogin; public string SKU; public int Amount; public Material normal; public Material pressed; public AudioSource sfx; private Renderer render; private void Awake() { render = GetComponent<Renderer>();
I am saving Spatial Anchors to my cloud profile. I am storing their UUIDs separately and trying to remember to clean them up. But I'm worried sometimes I am losing the UUID and accidentally leaving anchors in my cloud storage. They are about 2.5MB each.Will they expire on their own? Can I see what is stored under my profile somehow?
I have tried to fix it for a long time, thinking it was a problem at my end; but I just tried using the OpenXR Plugin and the hand is normal like it has been for all these years. The MetaXR plugin definitely has the VR Hands at an odd angle about 80 degrees downward, forcing the player to lift their wrist at an unnatural angle to point any tool or weapon. See attached image.
Hello!I cannot seem to follow the documentation for MetaXR Spatial Anchors - they implemented 'Building Blocks' and I cannot find any documentation for it, I am working on a simple singleplayer local spatial anchor setup and I simply cannot make any headway. How do I learn to use this feature? Its so important for Mixed Reality 😞Also - if you happen to know the most stable version of Unity and MetaXR (or if you use other XR integrations) that offer DepthAPI Dynamic Occlusion/Room meshes/Floor pathing for NPC's, otherwise I've been struggling on Unity 2022.3.24f1 with MetaXR v63
Hello! Can I install 'Open XR' in Unity and use the 'Meta XR Interaction SDK OVR Samples' or is it only available for 'Oculus'?
Hi,In my application, the user will be speaking constantly and I want to use Voice SDK to detect whether a sentence counts as a voice command. I am following the tutorial here: https://developer.oculus.com/documentation/unity/voice-sdk-tutorials-overview/, and I tried to simply call AppVoiceExperience.Activate() on AppVoiceExperience.OnStoppedListening(). That didn't work. Any advice or alternative SDK is welcomed. Thank you.
Hey,To cut to the chase, I want to scan my entire house, then export the space so I can load it into a 3D model.This is so I can take that low poly version of my house interior, and make my own 3D model around it. (Which would be super simple walls, etc)I could go around my house measuring and make the model from scratch but having the scan to kind of trace from would be way too good. I don't have an iphone to do lidar scanning but even then I wouldn't want the images or a huge complex file. What the space scan does is insanely perfect.I don't know if I'm asking a question or...does anyone have any advice for me? Maybe the community could advise me how I'd go about making an app that lets us do this? Maybe we can do this already by finding the file? I couldn't find anything that seemed like it would be the file for the space.
I am using deprecated Methods for creating and loading my spatial anchor in the game. But its not loaded again after saving. I also Update my rig with the building blocks.And in the building blocks Spatial Anchor Core I am not able to get the spatial anchor from the meta script.public class AnchorLoader : MonoBehaviour { private OVRSpatialAnchor anchorPrefab; private AnchorManager anchorManager; Action<OVRSpatialAnchor.UnboundAnchor, bool> _onLoadAnchor; private void Awake() { anchorManager = GetComponent<AnchorManager>(); anchorPrefab = anchorManager.spatialAnchorPrefab; _onLoadAnchor = onLocalized; } [Obsolete] public void LoadAnchorsByUuid() { if (!PlayerPrefs.HasKey("uuid")) return; var uuids = new Guid[1]; var currentUuid = PlayerPrefs.GetString("uuid"); uuids[0] = new Guid(currentUuid); Load(new OVRSpatialAnchor.LoadOptions { Timeout
Hello everyone ! I have a little challenge here : I'm trying to make an application that works on VR headset and on Desktop version. I'm using meta avatar SDK controlled by OVRCameraRig, and it works fine for VR headset. Now I want to control that avatar on desktop version. I start thinking to control that avatar by controlling the OVRCameraRig, I want that it looks like the Meta XR simulator. ( something similar like this video record that I made with the simulator : Demo : https://www.youtube.com/watch?v=D5NREL1dtow Are there any solutions to control OVRCameraRig with computer ? Rotating the camera with mouse, using keyboard for moving .. Or are there any other better solutions for my needs ? Thanks for your help.
How to solve it?
I use v64 SDK and Unity2022 f1, 3.16 in my application using the OVRInput. GetControllerBatteryPercentRemaining and OVRInput IsControllerConnected two interfaces. The controller's power level is always 0. The data obtained after the handle is disconnected will still be true.
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