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What I am seeking to do is create hand poses at editor time with hand tracking working in PIE or VR Preview mode, instead of manually rotating each bone on the hand Skeletal Mesh for each object that can be picked up.Dilmer Valecillos does exactly this with Unity and Meta's SDK in the video here.I'm still not clear whether hand tracking can be enabled over Link so we can use hand tracking at editor time. Apparently this can be done with MetaXR plugin starting with version 59 / UE 5.3 but unfortunately my project is using 5.1.There is a nodeUHandRecognitionFunctionLibrary::RecordHandPosein the HandsTools plugin, but my understanding is that it only records a sequence of poses, each a string (encoded) of bone rotations. Even if I were to use this node the output goes to the Quest's Unreal log file so getting those gestures to the Unreal editor is cumbersome. After that it's creating an animation sequence for the pose with the hand SKM bone rotations set to the values fr
Hello everyone.Does anyone know if/when we will have HDR (bloom, additive, ...) with passthrough ?I'm currently working on an AR app but the lack of HDR makes VFX really underwhelming.Yoirgl
Hello everyone. I'm trying to use the new meta avatars in multiplayer but I struggle with implementation. I tried with Photon Pun 2 and the sample scene "network loopback" but I'm unable to achieve proper networking. Has anyone achieved multiplayer with the new avatar sdk or know a documentation or tutorial I can use to make it work?Thanks a lot.
Hello,Is there a passthrough API for the Oculus Platform SDK? From what I've seen, Meta doesn't seem to provide the passthrough data for privacy reasons. I'd like to do something similar as Unity where we create a composited image. Specifically compositing our application content on top of the passthrough but without using Unity/Unreal. I only want to use the native C++ SDK. If this isn't possible, is there a way we can use alpha blending with the passthrough image? Or is there a hardware setting we can modify that changes the opacity of the passthrough/running application?
When I Build and Run the app in my VR Device, it shows the FPS of 72 but whenever the Avatar is loaded and spawned the FPS Drops to around 40. I have tested the app and established that whenever the Avatar is rendered by the camera, the FPS drops. Do let me know if someone is facing the same issue and has any solution for it.P.S I downloaded the FPS script from the trusted source and there's nothing wrong with it.
So I am a learning game designer and wanted to learn a bit about VR development, I was following the Gorillazilla tutorial and the features like grabbable items and throwable items are deprecated while the, new blocks which are distance grab, grab interaction which are experimental aren't giving any controller interactions.When I went on the Meta Documentation, it was still the old documentation with the deprecated features which made it tougher to actually work with the building blocks. If anyone from the Meta Support Team is reading this please update the old documentation
Building blocks are great to help reduce the time to get going MR, but a few of the features aren't available when I open Building Blocks in the latest versions of Unity on my Mac M2: https://developer.oculus.com/documentation/unity/bb-overview/ Grabbable ItemPointable ItemThrowable ItemSynthetic HandsDoes anyone know where I might be off to be able to use those missing building blocks? Attached is a screenshot showing the building blocks I do see.This is what I see in UnityThese are what Meta lists should be available
I've seen this posted in a few other places, but so far they either haven't been solved or the solutions are not working for me. As the title suggests I'm trying to develop with Quest 2 with hand tracking in Unity and the hand tracking will not work over Link in the Unity Editor (I'm using tethered link FYI). I have developed for hand tracking in the past and everything worked fine, but recently set up a new project with the latest integration and after two days I still can't get the hand tracking to work. The hand tracking works in Android builds on the headset, but I am unable to get hand tracking working in the Editor. Is anyone else having this issue? Are there any new solutions? One solution I haven't been able to test is using older version of the Oculus Integration package, but I'm unaware of how to get older versions of it. Currently using:Unity 2022.2.18f1Oculus Integration v53.1 Thanks!
any solution to Render in Server(better without SteamVR) then send the left/right eye framebuffer as image(need compress here?) through internet to Client(better in Browser) in VR headset?
my OBB doesnt seem to exist at all anymore. I cant load mods into it, give anything access to it, i cant even sideload anything that needs to be in the OBB. i cant even open and read my obb anymore. anyone have an answer? this just started happening for no reason.
"Hello, I'm planning to develop and upload a game for Meta Quest. After launching the game on Meta Quest, I'm interested in implementing a feature where users can log in via QR code on their phones. This would allow different people to log in on the same device using their own phones. Are there any restrictions or guidelines regarding this matter?"
When a snap interactor snaps to a snap interactable "by hand", it doesn't get pushed by other objects until it unselects. However, when I try to do it through code, I can push it with other objects.This is how I select it with code: glassInteractable.AddSelectingInteractor(glassInteractor); glassInteractor.Select();In the Debug view in Unity, I can see that the Grabbable's Points list is empty. When I snap it by hand it has one element. Maybe it's relevant.Thanks for any help.
We are building a passthrough application. We are aiming to make it adaptable /scalable to a large amount of users, some who are not experienced gamers / VR / XR enthusiast. One of the biggest pain points, is when demo'ing to new users / potential clients / general public... is trying to walk them through setting up the boundary. Our app is utilizing passthrough. There should be no need for a boundary in passthrough mode. I notice it almost always correctly auto calculates the floor. In order to increase adoption for XR / Meta Quest... there should be ability to disable the boundary or have an auto boundary on the fly, when in a permanent passthrough mode / auto detection mode. I could understand the need for it in VR mode... but if you are using passthrough only / building a passthrough only app... and you are putting HMD's in Kiosk mode, it seems pointless / extra work every time you want to set up the HMD's. If setting up 5 - 10 HMDs in a large area for new users at once, this becom
Hi, I'm prototyping with the new Meta Avatars system and am using the SampleAvatarEntity script to instantiate fake avatars. I'd like to replay head pose, controller states, and/or hand states (positions) in order to drive these avatars from pre-recorded data in my scene. Using SampleInputManager (included with the avatar examples) as a starting point, I assumed all I had to do was provide my own InputTrackingDelegate, InputControlDelegate, and (for hand tracking), HandTrackingDelegate. I started with this, feeding in fake controller inputs and marking the controllers as active but it has absolutely no effect. The avatar spawns in t-pose and does nothing. public class ReplayAvatarInputManager : OvrAvatarInputManager { protected void Awake() { } private void Start() { if (BodyTracking != null) { BodyTracking.InputTrackingDelegate = new ReplayInputTrackingDelegate(); BodyTracking.InputControlDelegate = new SampleIn
Hi. Is it possible to create a hand menu or palm hud using meta quest sdk? All I can see on the Internet are examples of hand menu using Unity XR Plugin. Please can someone help me? Thank you
so i am trying to delete my game off applab (note: i do not have my org verified), the main reason i want to remove my game is due to the unity download fee (note: i do know that the fee system didnt happen yet) so, when i read the email about how to delete it, it said "confirm that you want to delete your app in API" which made no sense. does anyone know how to correctly "confirm" to delete your applab game off the meta quest store?
Hello,I'm having an issue while developing for Quest3, while debugging with Oculus Link (via USB 3.0), I can't see the 'ask for spacial data permission' popup on Quest3 after I enter the Unity Play mode. This also causes Unity to crash after a few seconds in the Play mode.I am trying to run the sample scene of scene manager in the Unity-StarterSamples project. Circumstances that have been checked:All setups mentioned in the documentation have been completed, including configuring Oculus Link, Meta Quest Develop Hub, Quest 3, Unity. I can run other samples in the Unity StarterSamples. And scene model can be accessed if I build this as an Android APK and run it standalone.I have changed to use USB 3.2 high speed cable but still the same.I have tried to whether use this device as storage or not. All the same. Device: Meta Quest 3Quest software version: 62.0.0.273.343.570372087Unity version: 2022.3.20f1
I try to connect MQDH to my Quest 2. It says to enable developer mode i have to create an organization and enable 2f-autchI enabled 2f-auth via Google AuthenticatorI tried to create a developer account according to https://developer.oculus.com/resources/publish-account-management-intro/1. Open the Select Organization menu and then select Create.But can't because the field in Developer Dashboard (https://developer.oculus.com/manage/verify/) is grayed out?
Hi,I have spent the last two years developing for the Quest 2, and recently got the Quest 3. It's a great device and I'm super happy with it. There is just one big problem standing between me and total developer bliss.How is it possible that we still don't have a stable, robust hand tracking implementation across the whole development pipeline in 2023? I'm confused as to how Meta envisions developers to take full advantage of their (really good) hand tracking tech, if there are consistent inconsistencies, fumbling around, trying seven different versions of all of the little SDKs, components, etc.Can someone please advise me on how to achieve a simple Unity scene using the standard Oculus Integration, where I can just click "Play" in the editor and get hand tracking working over my Link cable?So far I have gone through five different Unity versions from 2021-2023, even more different Oculus Integration SDK versions (v50-57), and three different headsets (Quest 1, 2 and 3). Nothing
HelloI want to divide one project in Unreal and put it in Oculus after packagingHowever, even if you change the project name or ID, only one apk is recognizedWhat are some settings I can do?
Hi all,I'm facing an unexpected scenario while using the grab feature provided by the Meta Interaction SDK.It looks like that if the OVRCameraRig object (with OVRHands and/or OVRControllerHands properly configured with HandGrabInteractors) is set as child of a "moving object" (together with the objects designed to be grabbed), depending on the speed of this object the grab actions fail.The scenario I'm working on is a train cabin moving along binaries designed as a spline path, with the VR user/player (represented by the OVRCameraRig object) parented to this cabin, since it must be inside the moving train. Inside the cabin I have a lever that must be grabbed to modify the speed of the train.At slow speeds the lever can be grabbed without problems, while increasing a little bit the speed, the lever can't be grabbed anymore!I tested it multiple times, trying to understand the root cause of the failure. I guess it's something related to the frequency of checks for the hands vs the lever i
Hey All,We're trying to develop a commercial application that will eventually run on PC (requires high-level graphics) and want to use a Meta Quest Pro as an HMD (using USB tethering). I'm seeing that the connection is possible but recommended in the docs for development only. Is it possible for production uses also?Also, when using the Quest Link software on my PC, the rendering is SUPER slow, and in Task Manager, the OVRServer takes ~60% of GPU. How can this be fixed?My specs are: - Intel Core i9-10885H CPU - 32GB RAM - NVidia RTX 2070 Max-Q GPU
@TheARTofMining 0 seconds agoI have multiple scenes each that require the player to start facing a UI screen when the scene(s) loads. Despite hours of searching I have found no reliable solution as yet!I'm sure it's something the the XR interaction toolkit guys really should focus on.When you launch your VR game the XROrigin & Camera orientations of direction do not follow the splash screen direction(Unity Logo). I have tested starting my game, standing at a certain rotation angle while the splash screen appears. This puts me in whatever rotation. I then quit the app and physically turn 90 degrees and then start the app again. My orientation is turned to the corresponding 90 rotation, indicating that it does not orientate from the splash screen it orientates from your boundary setup I think! Wouldn't it be much simpler for the XR interaction toolkit to provide a RESET functionality? Such that when you load your game or a scene, a RESET call would take the whole rig, block and
Hello Meta, We are looking for documentation that covers the official naming convention/terminology for the Meta Quest 2/3.These should convey what terms we are allowed to use in our applications when referencing the hardware buttons or software elements.Is there such documentation, with the official naming in different languages you currently support?If not, what is the best practice when making text references to the controller/headset buttons, or other software elements.Thank you in advance, Radu.Pani
I wanted to address a concern regarding the storage of certain files, particularly video thumbnails, on Meta cloud. These thumbnails can be quite large and may lead to exceeding the storage limit for cloud backups. However, thumbnails are not essential to store. Could anyone tell me how to exclude specific folders from cloud backups. In this way, we can choose to exclude folders containing thumbnails or other non-essential files, thereby avoiding excessive consumption of cloud backup storage space. Thanks in advance!
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