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When setting up the user with auto calibration after activating body tracking the users height is often incorrect, forcing recalibration by double pressing the Quest button does seem to work for fixing it temporarily but it's not ideal if the user needs to recalibrate every time when they're already in the standing pose that auto calibrates.
When I got my first VR headset, it was the meta quest 2, and having pretty much no experience with VR, I expected the FoV to be as big as the human eye's FoV. When I put the headset on, I felt a huge disappointment, as I looked at a screen with black bars around it, basically wide binoculars. It really takes away the immersion for me, and I haven't touched my VR headset in about a year. Are there any VR headsets that come close to the human eye's FoV? Are these VR headsets any good?
When there are 2 players in a scene i can see myself in the other player as well as the movement how did you fix that. I am using mirror network and I am using meta avatars sdk
I have a game that I want to upload to applab called “ryeven” but upon uploading it I get an email back that states a problem I have previously fixed and tested numerous times and they still say there is a problem, please fix this.
Hello,I want to create some custom hand poses that should be recognised by the enhanced input component System. I Have found this video on youtube (https://www.youtube.com/watch?v=XkDEb282kII) but there he prerecords and loads the gestures to the hand components. Is there a more convinent way of creating and storing custom poses?
When using Meta XR Core SDK v62 on Unity 2022.3.20f1 Meta Quest 3 standalone it gets detected as a Meta Meta_Quest_Pro by OVRPlugin.GetSystemHeadsetType Running using AirLink through Unity editor on Windows Meta_Link_Quest_3
TLDR: I want the quality of Reconstructed Passthrough with the flexibilty of Overlay and AddSurfaceGeometry, but I don't believe that is currently possible. I've been exploring the capabilities of the Passthrough on Quest 3 using Oculus branch of Unreal 5.2. I've observed that Reconstructed Passthrough vs User Defined Passthrough has some unexpected differences, which I think comes down to "reconstruction artifacts" differences. I've gotten the best passthrough experience using Reconstructed Passthrough, when I move my head or walk about my envirnment, there is minimal shifting and warping of the edge of my nearby desk. It seems very similar if not identical to the headset's home envirnment when passthrough is enabled. The User Defined Passthrough in Overlay mode allows me to specify exactly where I want passthrough to show up in my scene by allowing me to specify the geometry that should be treated as a window. In my experiments, I've creat
In passthrough over link in Unity Play mode not working for anyone else?
Hello, I am currently trying out eye tracking on the MetaQuest Pro.I want to exclude data when my eyes are closed, so I thought of using the Confidence property of OVREyeGaze, but the value doesn't change at all.I thought it would vary depending on the progress of the tracking, is that not the case?I've added Debug.Log to OVREyeGaze.The value in the log remained constant.private void Update() { if (!OVRPlugin.GetEyeGazesState(OVRPlugin.Step.Render, -1, ref _currentEyeGazesState)) return; var eyeGaze = _currentEyeGazesState.EyeGazes[(int)Eye]; if (!eyeGaze.IsValid) return; Confidence = eyeGaze.Confidence; // ConfidenceLog Debug.Log($"Eye Tracking Confidence: {Confidence}"); if (Confidence < ConfidenceThreshold) return; //~~~~~ }
How to use this keyboard with ability to drag and drop it? Currently if i use TMP Input it show system keyboard and app lose focus. I want to use keybaord like in quest2 browser with ability to drag and drop it and click on app UI elements without hide keyboards. My goal make input field with suggestion box. Is it possible with standart keyboard?
Hey, I'm using SDK v. 60.So I implemented an UI for the use with the OVR Hand Poke Interactors. Also I set up Synthetic hands and Poke Limiters. Everything works great and feels great. But since there is a mechanic where the camera rig can be scaled (the whole tracking space gets scaled), I noticed that the poke limiting stopped working at higher scales.Currently the max size of my Rig can be 60, at this size you can see the finger stop briefly at the canvas position, but passes through there rather quickly, which makes pressing buttons very difficult. My guess is the distance travelled by the poke point is too large, when the tracking space is that big.It would be a great help, if someone could point me into the direction, where I can adjust this "overshoot" value.
Hello, I just tried to basic example of spatial anchor example from Meta Quest Github using Unreal Engine 5.3.2. However, when I connect my Meta Quest 3 using Link Cable with computer and lunch in headset and click on desktop icon to see my PC screen, I just screen black screen. So, can anyone please help me here?
So I just implemented hand tracking. It works as expected, good. However, as soon as I pick up one of my controllers hand tracking seems to be disabled on the other hand. This probably makes sense in most instances but I thought v62 supported the ability to use one controller and one hand. Does anyone know if it's possible, how I can address this?
Any VR devs here? I'd love to hear more about your experience using Unreal, why you prefer/dislike it over Unity, performance or compatibility issues you've run into, etc. I always hear that Unity is the best path for VR dev and it's predominantly been the engine of choice for VR game studios. Will this still be true in a year or two? I've seen a lot of devs complain about compatibility issues. And Unreal has received little support from VR/AR SDKs in the past https://omegle.onl/. I'm new to VR and UE5, but have been using Unity for a few years for 3D game dev and AR. I recently started using UE5 and I love it. It's such a beautiful engine. Long-term Unreal feels like a good investment with the direction Epic is taking. But I'm not sure that's necessarily true for VR/AR at the moment.
Olá, sou estudante de doutorado e procuro parceria de desenvolvedor para fazer um ambiente virtual para uma pesquisa do departamento de ciência e tecnologia de alimentos na Universidade Federal de Viçosa.
Sorry, I really tried to find it myself, but I am not sure. It is called Space Discovery, but I don't know if I can use it to track what room user is in the app. So is it possible to create an app where user move between rooms and things happen in them? Thank you.
I've setup a test account, factory reset my Quest, logged into the Oculus app on my phone and tried to pair.If I try to pair with existing HMD"Headset Identity cannot be verified at this time. please try again" If I attempt to "Pair with new headset" It asks for the 5 digit pin but nothing shows up in the HMD.It all worked fine with my regular account prior to this.Any solutions for this issues much appreciated as I'm on a deadline!
I just realize that UE5 Meta XR plugin only works on Windows.How about Unity or Native? I want to start my project on Native with OpenXR Mobile SDK (in Ubuntu) if possible but the document seems quite outdated. I even failed to configure Hello World sample with Android Studio. What version should I use? there is no mention about it!
Hello. I am creating a VR application that simulates a visual search task. People are required to "walk along" a linear path. The "walking" is simulated, rather than real walking. Meaning that the person is sitting down and only moves forward along the path with the controller. However, when I tested the experiment, it started to make me feel a little sick and I am not prone to motion sickness. I need help figuring out how to minimize this feeling as much as possible. Can you please give me any suggestion that you have? Thank you!!
Using unity 2021.3.35 with the latest Mata API, but I've had the same issues with previous versions of both.I'm changing if passthrough is enabled with OVRManager in script. If you hover over this setting in the editor it says it can be toggled at runtime, and most of the time it works fine. But occasionally it will cause the app to freeze, forcing you to quit with the home menu. I happens regularly enough to be an issue for users.If I don't toggle the setting and just hide the passthrough layers it doesn't crash so it must be this that causes it. But at that point passthrough is still on and the GPU and CPU levels are still limited, which gives me performance issues on my non-passthrough environments, so I need this to work.After reading other posts with the same issue I have tried changing the the setting at RenderPipelineManager_endCameraRendering, so it does it after everything is rendered in that frame, but it has the same result for me.I'm about to release a big update that uses
I am integrating the MetaXR plugin into my game for body tracking. All is well, but now the multiplayer servers always crash. After extensive testing, I decided to just launch the MovementSample as a client with a dedicated server, and notice that crashes on startup as well, isolating the problem to the MetaXR plugin and not my game.This render multiplayer usage currently not possible. Am I missing a step perhaps?Would be great to use it within multiplayer.The logs don't really provide any context. There are these few errors, which may be the culprit, however, I will note the console continues to log for awhile before the crash. The crash occurs when the player connects to the server. The server alone will live on its own indefinitely.
Title. Has anyone had this error before or is anyone aware of a fix? User ID and User Profile is active on my data use checkup. I am running tests on a Quest 3 and it is using my main quest profile which is connected to the organization which my app is registered to.Thanks.
Hi everyone,I would like to know if it is possible to use Meta Quest 3 for streaming directly into a VJ software, f. e. Resolume or other ones.Thanks a lot!
I have two versions of my game released, a full paid version and a free demo. I've determined that it is not worth it to have a free demo. I would like to take the Applab page for the free demo down (ideally disable it, not completely delete it). Is there a way for me to do this? If not, how can I have support do it for me?
I wonder is OVR Virtual Keyboard (https://developer.oculus.com/documentation/unity/VK-unity-overview/) has ability to change language? I can't find any settings for that.
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