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I am just starting out on the MQP and Unity development. I removed the camera, and put in an OVRCameraRig. Set up everything for passthru (not that it matters). In my scene, I have a planet about 0.5 meters deep in Z. I fire up Unity and as I move my head around, with the MQP on it, the planet stays in front of the camera. I would expect it to "stay where it was" and I would be able to "walk around it" and look at it from all angles. Nope.Is this expected behavior? I have OVRCR "tracking origin type" set to EyeLevel, and "use position tracking" set to checked. Is there something else I'm missing? It's as if it's not tracking position, and all it's getting is IMU updates. thanks.
Hi,I'm using Meta Quest Link to dev in Unity and recently (the past couple weeks/month or so?) the mouse cursor has been disappearing whenever it would change into an 'I' caret insertion pointer. So for instance in the entire sub-window in Visual Studio where my code is I can't see the mouse cursor at all. The cursor is still there on the real desktop screen, it just doesn't show up on the reprojection of my desktop.Also even this text field that I'm typing in right now makes the mouse cursor disappear when I hover over it.As you can imagine it makes precise mouse operations difficult.I've tried modifying the Windows mouse Pointer types but it doesn't look like the different pointer types are supported by Meta Quest Link as they show up as garbled bitmaps. Link is trying to display them and is almost there but perhaps the bitmap width that Windows is sending is different than Link is expecting so the recreation of the mouse pointer is garbled.Anyway, the main issue is
Hello, I am using Meta Movement SDK on Unity FullBody tracking with ReadyPlayerMe Avatars. the avatars somehow comes with a hole in the back....I checked the Skeleton and the Avatar (Unity Humanoid) but both have same Problems. I have also tried editing the avatar and skeleton and still the same results. I am setting the Avatar for Full body tracking using, "OVRUnityHumanoidSkeletonRetargeter" and "OVRBody"(As the setup is available using the SDK from menu... Setup Character with Body tracking > Format: Unity Humanoid). Please help me find the solution to this. the attached screen shots can help you understand the problem. Hopefully, Someone can help.
I am creating an application for quest 3 using unity. I want to implement a custom swipe up hand gesture which will toggle a curved UI canvas using the setActive property. Basically, if I swipe up the menu appears and if I swipe up again the menu disappears. I couldn't find alot of documentation regarding swipe gestures only custom hand poses. So I tried to copy the objects used to create swipe gesture in the sample scene of the integration sdk but changed the orientation(transform recognition) so that it might work for a swipe up gesture but no luck. Hope someone could help guide me in how I could implement this feature in my application.
I found myself struggling to obtain the User Age Category in Unreal Engine 5.1. I realized that I needed to swap out the SDK’s OVRPlatform plugin for the MetaXRPlatform plugin from the Oculus site. I can access the OVRPlatformSubsystem in Blueprints, but in the Blueprint context window, I can’t seem to find any functions from the OvrRequestsBlueprintLibrary. It’s hard to believe I’m the only one encountering this issue, as I’ve replicated this scenario across various versions of Unreal Engine 5 and in different projects, always ending up with the same outcome. When I was using Unreal Engine 4.27 with the OVRPlatform plugin from the Oculus SDK branch of the Engine on GitHub, I could call functions from the OvrRequestsBlueprintLibrary without any issues. Now, in UE 5.1, I only find callbacks and three other functions outside of OvrRequestsBlueprintLibrary in MetaXR/OVRPlatform.Has anyone else encountered a similar problem?
I'm developing a virtual reality application (using the XR Interaction Toolkit in Unity) for use in a research study, and am having an unusual tracking issue. The application involves a 30-foot by 30-foot virtual room, and the user walks around this room during the study. Every several minutes, however, the virtual room suddenly “jumps” to a new location, such that the user is suddenly in a different part of the room or is outside the room entirely.This is not coming from a boundary tracking issue. I know this because when the room jumps to a new location, the boundaries stay exactly where they originally were relative to the physical room where the study is being conducted. I also know that the headsets are not picking up on an old set of boundaries that was previously drawn in the same physical space, because idiosyncrasies of the boundaries we drew just a few minutes before—such as the shapes of the corners of the boundaries—are still exactly the same after the virtual room jumps to
I have updated Meta Avatars SDK to v24.0. I did change to the new AvatarSdkManagerMeta prefab containing the the new MetaAvatarShaderManager. The MetaAvatarShaderManager references the two MetaShaderConfiguration.asset and MetaShaderConfigurationVertex.asset.Everything looks nice and works well in Unity Editor and in Meta XR Simulator - avatars renders as intended.But when building apk I get two errors:"Shader error in 'Avatar/Meta': "UNITY_INSTANCING_PROCEDURAL_FUNC must be defined." and Shader error in 'Avatar/Meta': redefinition of 'UnityDisplayOrientationPreTransform'"The apk builds but avatars is not rendered on HMD.
Hello, After the upgrade to 1.96.0.000001 the push of a new build is not working anymore. There is a generic error shown, here is a print screen, and the logs.:cross_mark: ERROR: An unexpected error occurred2024-03-04T19:19:19.927Z [ERROR] Server log: {"app_id":6299260076841377,"client":"COMMAND_LINE","log_level":"ERROR","event_name":"UNEXPECTED_ERROR","stack_trace":"Error: ENOENT: no such file or directory, stat ''","extra":"{\"caught\":true,\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\\\"}\",\"cli_version\":\"1.96.0.000001\",\"compatibility_version\":2,\"session_id\":\"6299260076841377_2024-03-04T19:19:16.356Z\",\"command\":\"upload-quest-build\",\"app_id\":6299260076841377,\"platform\":\"ANDROID_6DOF\"}","platform":"ANDROID_6DOF","cli_version":"1.96.0.000001","session_id":"6299260076841377_2024-03-04T19:19:16.356Z","binary_id":"","duration":null,"is_patch_upload":0,"duration_since_session_start":3571}2024-03-04T19:19:20.126
People have been asking for 3D Scanning since 2015. I just went through searching for LiDar and a whole of others were asking the same thing. Is this request being thrown on deaf ears? You should support 3D mapping apps like how the iPhones or iPads. This would make 3d model making or even for work when it comes to sketching houses and conducting measurements. Meta... come on, it's just creating support for existing developers on the market. Yalla lets go 🙂
Hi. Can somebody help me? I want to change my scene from scene 1 to scene 2. I'm using Meta Quest 2 and I'm using Meta SDK Ray Interaction. Can somebody show me a step by step process on how to do it. Thank you
I would like to display friends and the ability to send invite using the Quest 2's native UI like I have seen in other games developed in Unity. A quick look on the UE4 engine's plugin OnlineSubsystemOculus, it doesn't have IOnlineExternalUI implemented. So, I am curious if this is not yet supported for UE4.
The Bluetooth mouse was working correctly before Oculus v62 update but now whenever I move the mouse Unity receives it as an arrow key like this: if (Input.GetKeyDown(KeyCode.LeftArrow)) { // This shouldn't be triggered by mouse } Also sometimes I get this warning from InputMethodManager Warn InputMethodManager Unable to send input event to IME: com.oculus.vrshell/com.oculus.panelapp.keyboardv2.KeyboardInputMethodService dropping: KeyEvent { action=ACTION_DOWN, keyCode=KEYCODE_DPAD_LEFT, scanCode=0, metaState=META_NUM_LOCK_ON, flags=0x400, repeatCount=0, eventTime=107623773, downTime=107623773, deviceId=-1, source=0x101, displayId=-1 } Looks like it's trying to send mouse movement as a D-Pad button.Has anyone else experienced this?
I heard since v62, there comes augments! but I don't see any for now. I have many cool ideas that want to implement when it comes to live! ( hope I can use custom code so enrich it in many way like patching information from web with intended api etc...) when will it come to public release and there also come with document for dev? or is it already released but I'm the only one who don't find it? I just downloaded meta spark studio and player but it seems that it is only for Facebook and instagram not for meta quest augments...
I can capture setup scene from capture node in headset but populate doesn't work what am I doing wrong or is it not possible as the meta documentation isn't very clear and seems to indicate it is possible, please help me clear this up. cheers
Hello,We are trying to implement the sample scene from this repository:https://github.com/oculus-samples/Unity-SharedSpatialAnchors This way we hope to test the Colocation to ultimately use it in our experiences. However, when creating an anchor and then sharing it, we come across an error on the app logs:"Saving anchor(s) failed. Possible reasons include an unsupported device." When I check the adb logs, I get the following errors:SP:AP:AnchorPersistenceConfig: getCloudPermissionEnabled: oculus_spatial_anchor_cloud=falseSP:AP:AnchorPersistenceRuntimeIpcServer: Request denied based on storage location for package com.Oculus.UnitySharedSpatialAnchors, sessionUuid:e0d791ec-49a1-4948-abd4-e4754812554bSP:AP:AnchorPersistenceRuntimeIpcServer: Aborting saveAnchorV3 for package name: com.Oculus.UnitySharedSpatialAnchors SP:AP:AnchorPersistenceRuntimeIpcClient: Failed RPC for saveAnchor, rpcAllowed: false, CallServerRPCResult: 9 SP:AF:AnchorFrameworkSlamAnchor: saveAnc
Hello,I'm on this link trying to register but the text never gets sent. I tried using mobile webpage, and tried incognito as well. I also made sure my VPN is not on if that matters. And I have triple checked the phone number.Let me know if this is the wrong place to post this kind of question also. Thank you!
When I call the function OvrInput.GetControllerBatteryPercentRemaining(), it always returns a value of 0.Does the GetControllerBatteryPercentRemaining() function work after OvrPlugin 1.78?We have not been able to import the controller battery since we recently upgraded to oculus integration v50.Also, The Test Project that integration v50 was installed also did not work.public static extern Result ovrp_GetControllerState5(uint controllerMask, ref ControllerState5 controllerState);function appeared to have a problem, but the OvrPlugin.DLL was encrypted and could not be verified.Thanks for your Help!
Me and Our Team has some problem about account.It's very similar to this case : https://communityforums.atmeta.com/t5/Get-Help/Timeout-when-resolving-device-scoped-access-token/m-p/1034267I developing with Meta Quest2 and I use recent OSThese are the lists I've done.Quest2 FactoryReset(Twice)Mobile App(Data Clear & Cellphone restart)Router restartCheck my Account(My account in Meta)This is my CompanionService dumpsys------------------------ BEGIN SERVER STATE ------------------------------------------------ BEGIN COMPANION STATE ------------------------Battery Level: 100Charging: trueFast Charging: falseWifi enabled: trueWifi configured: trueWifi connected: trueWifi server reachable: trueWifi IP address:Wifi device name:Controller primary configured: trueController primary connected: trueController secondary configured: trueController secondary connected: falseController other configured: falseController other connected: falseOTA available: falseOTA ready: falseHMD Update perc
On the latest version of the Oculus Source build (UE 5.3.2, v62), I can't execute anything relating to the Scene API while testing in editor over Quest Link (using a Quest 3). It auto-fails without any warning, aside from the following error.LogMRUK: Error: Launching capture flow failed! Anyone have any idea what's this caused by? It works fine in builds, but that's very annoying to have to build every time I want to test.
I logged onto the Meta Developer Website And went to my game and it gave me this Requirement and I cant find a Fix. Action RequiredAssessment StatusComplete important compliance item for your app.Upcoming enforcementAn upcoming enforcement is not yet affecting your apps (see below for details), but it should be resolved as soon as possible as it may disrupt user access to your apps.Store removal6 days leftActiveDue to non-compliance with one or more sections of the DDUP, your app will be removed from Quest (App Lab). This enforcement will remain in place until you have completed your compliance requirement.
When uploading our Unity project to AppLab we get the following warning: "This app contains both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) libraries. This consumes extra storage and increases download times. Consider updating your build to target 64-bit only".Unity is including some unwanted 32-bit libs by default, despite our app targeting only ARM64.These are very small libraries, so it's not an issue. My question is about the VRC Packaging-6 (https://developer.oculus.com/resources/vrc-quest-packaging-6/). Is there a risk of failing the VRC is if we submit our apk with those 32-bit libraries?These are the libraries:
Use the non domimant controller as a point of constant reference, with multi modal now live you can now allow the user to use the non dominant controller while maintaining two points of control, the non dominant controller can be set down or clipped securely on to a level surface and the ir led for tracking could be used as a point of constant reference, in driving there are to many variables outside and would require a partnership with car companies to make vehicles with I'm certian specs until ai becomes better using the controllers ir trackers as a point of reference you could make the hmd efectively lock on to a position and maintain 6 dof. Think of it as inside out outside in tracking . The hmd tracks the controller for point of reference instead of environment or relying on base stations it just uses the one controller as a pseudo base station. Although not as perfect as imu rotating with the cameras you could utilise the cameras and some imu AI magic, to ignore a sharp or
Hey folks ... looking for any insight here ... we are moving from 4.27 to 5.2 ... everything builds and packages fine through editor ... installing the app and everything shows up correctly under unknown sources, but running the app just gives the infinite three dots.SDK and NDK are android-32, and we can launch and run successfully via the project launcher in Editor.Running adb logcat it looks like the system can't actually find the obb when it tries to execute, and goes into a download wait, which is the infinite three dots. Even though the obb is definitely there on the headset under Android\obb ... Kinda at a loss as to what the hell is going on ... and why it isn't able to locate the obb. I can't try packaging the data within the apk as it's over 2Gb and the build fails ...Any help would be much appreciated ...
when i look up info on this many say something like this."Can you play the Meta Quest 3 while charging?"ok what if i just want to run the Quest 3 hooked / Linked to my PC.say it is 100% charged, but my battery life keeps going down. WHY?i have seen info on making sure the USB C ports are having the right power output to it. (drivers updated and all)yet it still can not run on the Optical link cable with out draining the battery. this is the one thing, that is a hard No for me. (no happy with this)if asked how do i like the quest 3. and have shown this to many friends but this problem is a Big one.16 foot link cable should at least power it with out draining the battery.i can see maybe charging and playing at the same time being a problem. but you should be able to leave it plugged in and even if it slow charges the headset you can still play as long as it is plugged in. i had seen where you have said you are working on a problem with this. so are we still waiting for a fix? a
In the TouchGrab sample scene I can pick up the chesspiece with one hand and then drop it into my other hand. I copied this chesspiece to the HandGrab sample scene, to get a combined test scene, but now it falls straight through the hand. I tried to compare the two OVRHands objects and their children in the OvrCameraRig, but I can't see differences.Can anyone tell me what makes the catching possible? Thanks
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