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Is there a way to disable the ovrManager and ovrAvatar 2 logs ? (other than comment line in script)it's difficult to debug with hundreds logs comming from them..
Hi everyone, I have a bluetooth mouse connected to my Meta Quest 3 and want to use it in my Mixed Reality Unity project. Even though the mouse is connected to the headset, it's not registering the mouse or showing the cursor in my unity project. What do I need to do for unity to register the mouse? I'm using the Mixed Reality Template from Unity. I'm quite new to this and unfortunately haven't found any tutorials on this.
Hi guys,I have an issue with MSAA 8x, acorridng to the official release notes from Integration - 25.0.0 we can now set any MSAA value but when I set it higher than 4x I have black screen(but the build is working, I have light rebuild warning).
As the title says, why isn't wide motion mode available on Meta Quest Pro? Genuine question. What is the limitation? Processing power, LIDAR etc.? Such a shame it is only supported on the Quest 3, I'd love to see it on the Pro if possible. Thank you.
Hi guys! I'm a bit puzzled about the ovr_UserAgeCategory_Get() function. It was quite straightforward to use in Unreal Engine 4.27 with the OVR Subsystem, but now I'm at a loss as to where to find this function in Unreal Engine 5.1. I'm working with a source version of the Engine that includes the Oculus SDK from GitHub, and I'm even willing to migrate to 5.2 if that's what it takes to access the User Age Category in this version. I suspect I might be overlooking something obvious, so any guidance would be greatly appreciated. Cheers,Wawrzyniec
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 ... Added some prints to the default logging and the path it is using to call File.Exists() (in java) is correct and browsing with ADB shell to that location show the file is there, but file exists just fails -- We grant internal/external read and write permissions. 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
I have 2 UI OVROverlayCanvas's in my scene. One is a monitor on the wall and the other is a menu that floats at the start. The monitor UI always appears over the top of the UI menu that is in front of it. I rebuilt it and it work for a minute. I made a prefab and now its doing it again. How can I sort as layers so the menu always appears over the top of the monitor? I have tried canvas sorting order and that does nothing. It has to do with the OVROverlayCanvas. It also only does this when on the device. It doesn't do it in the editor when testing.
I am trying to change the controller mapping for Teleport using Meta Interaction SDK Locomotion. I can see its set in Joystick Axis 2D Active State in the Selector and TeleportActiveState. But I would like to use buttons 2 and 4 to trigger Teleport. I used OVRButtonActiveState instead of the Axis2DActiveState scripts. But the Arc don't render. Has someone been able to change the teleport button to something else? Having it in the joystick creates a lot of undesired teleport actions and users are complaining a lot about it.
I am trying to face and body tracking data into an unreal 5.3 blueprint from my quest pro. I have been unable to find documentation on how to do this and after trying to figure it out myself I have come up empty. I am new to unreal so any help is welcome
All of this morning I'm getting "Entitlement check failed" intermittently and in the MQDH I'm seeing "not published" and published turning on and off randomly? Any idea how and why this is occuring? Thanks
Hello everyone! I'm currently working on a MR game on Unity, and at the moment I'm using the building blocks provided from Meta. For two weeks everything worked fine and I always was able to test my game directly on Unity's Editor, but by two days everytime I try to test my game directly on Unity I can't see my hands and controllers anymore! I even tried to launch old unity applications but even in that situation I can't see my hand even if I didn't touch anything from that project! Do you think this could be an issue from the latest building blocks updates or linked to the last Meta quest v62 update?
I'm trying to get Motion Reprojection working on a system with 6900XT GPU. Unfortunately whenever I try to enable it, it simply crushes my fps. Under favourable circumstances (90fps / 30-40% headroom) whenever I enable it, it drops the fps to 20. I tried all combination of settings: Enhanced / Original / best frame rate, 1/2 framerate, etc. / Prefer frame rate over latency on/off. Nothing works. Whenever it is enabled, my fps is crushed. https://routerlogin.uno/ I want to use Motion Reprojection as a buffer for certain conditions, but unfortunately I am unable to. It has always behaved iffy on AMD cards, but at least it used to work much better. SteamVR works flawless, but fidelity is worse.
Hi, I'm developing a VR app, that will now have MR scenes available. I added the OVRSceneManager to my scene, assigned the plane and volume prefabs, scanned my room, yet no meshing or prefabs are instantiated in my scene. And with verbose logging I am getting this message:"Loading the Scene definition yielded no result. Typically, this means the user has not captured the room they are in yet. Alternatively, an internal error may be preventing this app from accessing scene. Invoking NoSceneModelToLoad."Even though I did scan my room successfully. All the documentation I am reading is outdated, and under my OVRManager component, I have Anchor Support enabled. I see Meta's documentation online saying you need to enable Scene Support in the dropdown, but I don't see it appear in my Quest Features....How can I get my scene model to load and mesh correctly?Thank you!
Hello! I did all the step of Unity SharedSpaces Sample except the Oculus Application Configuration.But when I'm install to my Quest 2 and open the app then notthing happen, just a blank space like thisCan anyone help me please ? Thank you so much
Hi there,I cannot access the scene model which I previously captured using Scene Capture. For my test, I have added the table of my PC workstation.Following the documentation I have added an OculusXRScene actor and configured it.This has definitely worked, as I can see the box shape representing the table when I hit "play in VR". Also, I can see the SceneMesh which I recorded with the depth scanner on the Quest3.When I call GetActorsBySemanticLabel and specify "TABLE" as per the semantic label list on the documentation page, I get zero actors.I am wondering if this is because I use link (for fast testing) but it would surprise me since I can access the scene mesh. Thanks for any hint!!
Hi I need to detect some objects in Oculus 3 like fire extinguisher etc and need to operate it. Please let me know how to configure it. I have seen Vuforia have computer vision support but how to use it in Oculus OpenXR
I'm working on a Unity-based Quest 3 app that extracts a zip from StreamingAssets to local secure storage (data/data) for runtime use. This works fine when logged in as the device owner account, but when I switch accounts on the device, my app is no longer able to access secure storage.I'm not storing anything personal to the user, so it would be okay to maintain a copy of this data for each user, but I'd like to keep it secure to prevent users from tampering with contents.Any ideas? Is there a proper secure storage location we should be using for guest accounts?
We're in the process of updating our game for Quest 3, and we want to support 120hz as an option, but it doesn't seem to be a supported frequency.As an example, when we call "OVRPlugin.systemDisplayFrequenciesAvailable", we get:"72, 72, 80 80, 90, 90"Here's what we've done to try to get 120 to work:The option is turned on in the headset's settingsThe headset is up to date (Version: 49743630046900510, FW: 59.0.0.171.706)Restarted the headset, checked for additional updates etc. Using latest com.meta.xr.sdk.all@59.0.0Using latest Oculus XR Plugin (3.3.0)Using latest XR Plugin Management (4.3.3)Using Unity 2021.3.26 The only thing that seems like it should have an effect, is the first thing, making sure it's turned on in the quest settings.Weirdly, 120HZ was working on a Quest 2 a few weeks ago (haven't gotten around to retesting locally yet).Edit: Just tested it today, and the same build can be set to 120hz on the Quest 2, but not the Quest 3.For what it's worth,
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.
Each camera can work standalone. The time-of-flight sensor does not need to be used to calculate distance or depth. The left camera sends raw image data to the left display and the right camera sends raw image data to the right display. Of course, this would work if the cameras on the front of the headset have normal lenses. If the lens is a fisheye lens, then the left camera would send data to be flattened onto a semi-spherical virtual display. Each camera would get its own semi-spherical virtual display. (Think of Soaring of California ride from Disneyland... that but in VR for the passthrough). The image data would need to be upscaled in real-time before the data can be sent to the virtual semi-spherical display. The brain will be able to automatically infer distance from the two images/videos being side by side. As a result, this will fix two issues with one stone. The first issue this will fix is the warping and the second is the grain in low light conditions.
I'm trying to research a rather unique problem. I wanted to know if I can open an apk (application) inside an already running apk/application on the Meta Quest 2/3. So far, I've found a few links about opening an app from another app (deep-linking and this github, but I wanted to know if launching an app inside an app is possible on the Quest. The apks/applications are made in Unity C#. One question on the Android StackOverflow mentions a similar problem, and the responder says it's not possible due to how Android and it's sandbox environment is made. I'd greatly appreciate resources or if you could point me to the right direction.I tried the GitHub, and more about launching an app from another app through Deep-Linking. After some hardships, I'm able to get that to work although I want to launch an app inside an already running app. Not sure if that is possible (don't have a lot of native Android development experience!). Thank you!
Currently 2020.3 recognises Quest 3 as Quest Pro. Is there a way to fix this? Cheers
Hi, the Oculus XR Plugin latest version should be 4.2 (released in January), but in Unity registry I see only version 4.1.2 and no updateI'm missing something or simply it is still not published on registry?
Hello,In order to create a shared space, you need to add OVRSpaceUsers using their "Meta Quest IDs".But where can you find these IDs?
I need to update the transform of meta avatar Joint Right Hand Wrist based on another game object instead of automatically update. I played with wrist offset to make both transforms identical but its not working as expected.How can I update the transform of wrist as same as a particular object?
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