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Hey everyone! Hopefully this is an easy question. The Users, Friends, and Relationships page has some code snippets and tells you to go to this Platform Reference Content page for more information. However, that page sends you to the Native v63 Reference Guide, and everything is C code, not C#. (Header files, different names for functions, etc)Does anyone have a link to the Unity documentation? I do not mean this page or any of the associated links - I've already scoured everything on that page. In particular, how did this guy get so much detailed information about the User data type, including all of the sub-properties?So far I've been trying to make do by jumping between forum posts and snooping on other people's code, but I really want to have all this information available to me for my Unity C# project. Please help, I feel like I've lost my mind!
Hi allDoes anyone know how to add an extra page to the ipad style interface in ComprehensiveRigExampleAdded an extra Library Page and Circular Button but when I press it it does not slide to that pageAre there any other references I have missedAny help would be greatBest Wishes🙂
An Oculus developer support person just replied to my request for help in getting Entitlement checking to work in my app.She suggested that Entitlement checking is no longer a requirement.I have not heard that, has anyone else?Thanks,Larry
Hi, I want to use UE4 to build a “jogging in place” locomotion system. Could anyone please let me know where to start learning how to do this? There is a "swinging arm" locomotion blueprint example provided in the ue4 oculus fork. I was thinking of using that to expand on, but I can't find the actual source code, so I don't know how they implemented it. Mainly, how did they deal with capuring the pysical motions of the controller/hmd, such as accelleration? I’m very familiar with coding; and I bought a few ue4 c++ courses on Udemy that were geared towards VR development such as the following: https://www.udemy.com/course/unrealvr/ But all of these tutorials simply demonstrate how to implement a teleportation system and nothing else. Could someone provide me with some insight on how to implement this system in ue4?Thanks.
We are using Snap Interactables and Snap Interactors on objects to place them into specific locations.This works well with a single-hand grabbable, but we need some objects to use a 2-Handed grab. When we add the 'Two Hand Free Transformer' component, and assign it to the Grabbable, grabbing works, but the socket interaction no longer works correctly; 1. The object does not move into the right place on Select, it stays where it was at the time of Select.2. The object remains 'stuck' in the socket, and has a new position & rotation offset that prevents the user from pulling it out of the socket's selection.Is there a known limitation to using 2 Handed Grab and Sockets? If so, is there a place in the documentation we can see these limitations? Otherwise, any suggestions on how we can approach this interaction?
Im using meta xr all in one sdk in unity 2022. My scene contains only the camera rig building block and the passthrough building block. When i press play with my quest 3 connected the application starts. The problem is that the passthrough has a very low frame rate. But when i go outside of my room bounds so the passthrough changes from the applications to the "meta" passthrough the frame rate is good. I have tried on 2 pc's with both a usb 2 and a usb 3.2 10gbps cable, and on two different unity version (2021 and 2022). When i tried with the better cable, i got much more frames, from like 10 to 30 but still not nearly enough to be able to use the play mode in unity. In the task manager of my windows 10 system there is no substantial usage of either my cpu (i9 9900k) or my gpu (rtx 3070).
Has anyone had any luck getting Bloom+Mobile HDR working in a project with a passthrough layer? When I tried enabling it in my project that has passthrough none of my objects showed up.
We are experiencing a lot of lag in the passthrough image in an PC aplication using the cable link conection. The virtual environment if in a good fps, but the passthrough is in a low fps and with a delayed image.We are using Unity with the the lastest SDK available in a top tier PC. The passthrough image outside the link is fine, without lag.We would like to know if there is anything we can do to reduce this lag.
Windows Standalone build not prompting with live link
whenever i package for the quest with the Metaxr plugin it crashes with this error code. any help would be appreciated. the package works with the OpenXR plugin enabled but then i lose passthrough capabilities
Hi, I have a quest 2 and I recently bought a link cable. I was using the "oculus developer hub" to turn on the metrics HUD. this worked fine but whenever I turn on the headset even when it is not connected to the computer the HUD turned on and the only way to turn it off is to plug it into the computer. If I toggle the switch off and unplug the headset it will just turn the HUD on the next time I power on the headset. Any help would be appreciated, thank you.
I've managed to record and play Meta Avatar animation but there are problems because animation always gets stuck.Here is part of the implementation:I save modified PackedData every LateUpdate PacketData packet = new PacketData(); packet.lod = lod; packet.dataByteCount = SourceAvatar.RecordStreamData_AutoBuffer(lod, ref packet.data); when i want to play it, i simply interate through List of PacketData and call avatar.ApplyStreamData(data) every update or whenever i want. Everything works fine but animation always stops. There i also this warning popping up every 2-3 seconds or every second frame of data i read: [ovrAvatar2 native] streaming::Snapshot remote time prediction exceeds one second. Jumping to new time. UnityEngine.Debug:LogWarning (object,UnityEngine.Object) The animation always freezes when it starts playing it again, it unfreezes randomly when i decrease update from every frame to once every second. O
PS D:\OpenXR-SDK-Source-main\build\win64> cmake -G "Visual Studio 17 2022" -A x64 ..\..-- Selecting Windows SDK version 10.0.19041.0 to target Windows 10.0.22631.-- Enabling OpenGL support-- Could NOT find Vulkan (missing: Vulkan_LIBRARY Vulkan_INCLUDE_DIR)-- Could NOT find JsonCpp (missing: JsonCpp_INCLUDE_DIR JsonCpp_LIBRARY)D:/ovr_openxr_mobile_sdk_62.0/OpenXR/Libs/Android//-- Enabling OpenGL support in hello_xr, loader_test, and conformance, if configured-- Could NOT find glslc, using precompiled .spv files-- OpenXR 1.0.34-- Configuring doneCMake Error at src/tests/c_compile_test/CMakeLists.txt:30 (add_executable):Target "openxr_c_compile_test" links to target "OpenXR::openxr_loader" butthe target was not found. Perhaps a find_package() call is missing for anIMPORTED target, or an ALIAS target is missing?i tried to log ANDROID_ABI but no value How can I fix it?
We have developed a VR(Quest 2 and 3) application along with a custom companion app that controls it wirelessly from a mobile device. I'm curious if I need to upload the VR app to the Oculus Store. If so, how does Oculus verify and test the connection between the VR app and its companion APK running on a mobile device?How do they able to check the fps counter and all if the app can only logged in through the custom companion app only?Is there any separate procedure for this and how do we approach meta explaining this issue?
Can I transfer the spatial anchor data saved locally to others over the network? What if I upload the trace data stored in local space to my own cloud server and then forward it to other users?
Hi,Meta should consider coming to terms with Google on allowing Google Android Store apps availability one Meta Quest.Even with 2D and passthrough only, it would be a game changer, allowing thousands of apps to run on Meta Quest devices just like on normal phones.It should be easily achievable by making Meta OS showing android apps in windowed mode.
Hello there,I am trying to get live link to work. I am working currently on unreal engine 5.2.1.I keep getting these errors when trying to connect my quest pro with link link:Trying to add frame data that is not formatted properly to role 'LiveLinkAnimationRole' with subject 'Body'.Can't evaluate frame for 'Body'. No data was available.I know the first one is expected and you're supposed to run VR Preview, but I can't explain me the second error.Also there are supposed to be three subjects: Body, Face and Eye. But as of now there is only appearing Body.As source machine is states: 'Oculus Qeust2'. Shouldn't it be something like 'Oculus Quest Pro'?In the Output log it is recognized as the correct device:LogOVRPlugin: Display: OpenXR system properties:venderId [*], systemName Meta Quest Pro, maxSwapchainImage(4096, 4096), maxLayerCount 16, orientationTracking 1, positionTracking 1LogOVRPlugin: Display: OpenXR hand tracking system properties:hand tracking supported 1LogOVRPlugin: Display:
In Quest 2 OS hall, you can push and drag UI panels, zoom in or out, rotate around yourself.So,how to achieve these operations in Unity project? Is there some example scene in Oculus Intergration SDK? Before this, i tried MRTK , it provides some similar functionality, but not good.
Hi All, I'm trying to submit an App to App Lab, but there is a problem with the App Metadata. I have filled all the gaps and sections, and I have all green checks but specs. I'm really have filled everything, and I have saved changes, so I don't know why, the specs haven't the green check and the button of submission is block and it says: "Please, complete all App Metadata sections before submitting".Someone have the same problem? Thanks!
Hi, I've recently updated MQDH to 4.5.0 and I've been unable to upload new app versions since.Trying to upload, I'm getting this message:"Error: spawn EBUSY"After trying to restart and try again a few times, I'm getting:"CLI not found or does not have permissions to execute"In the release channels screen, to the right where the "upload" button was, there's a loading icon and hover shows "installing CLI" but it remains this way forever.I've tried:- Restarting PC- Reinstalling MQDH 4.5.0- Reinstalling MQDH to previous version 4.4.1- Pushing previous versions of APK (it would error on version code but it never got there) to make sure the APK isn't the problem- Pointing ADB to different path- Running MQDH as admin- Removing "odh" folder from appdata as suggested in some older threadsOther (recent) devs having this issue:- https://communityforums.atmeta.com/t5/Quest-Development/Build-Upload-Error-CLI-not-found-or-does-not-have-permissions-to/m-p/1129333- https://communityforums.atmeta.com/t
What should I do if "Installing latest cli" is always displayed in the App Distribution? It's been three days. I've changed to other versions, and it's the same.
I tried to get a cube map texture loaded into the stereo layer component (or MetaXRpassthrough component) set to cube map shape, but it is simply not working.Equirectangular works, cylinder and quad of course also work, but not the cube map layer shape.Anyone knows how to fix this?
I know that as of right now Meta Avatar SDK does not support Unity WebGL builds because of web limitations when it comes to some of the SDKs features, however I was wondering if there was a way to overcome this just so I could load the avatar on a WebGL build without using the other features provided by the SDK.
hi guys, I am working on oculus reader aim to read the pose of the joystick of quest 3, I did got the pose information, however I am confused about the direction of the y and z axis of the joystick. when i try to move the joystick along its y or z axis, it seems i cannot get the correct direction of y and z axis, always has a deviation. so i wonder if there is any official docs or any advice of the coordinate direction of the joystick? really thanks a lot!
i try in quest 3 date input not workingtry open in meta quest browser with linkhttps://developer.mozilla.org/en-US/docs/Web/HTML/Element/input/date
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