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So I have a fairly simple RenderPass and shader, and on Quest 2, it renders fine, but on Quest 3, the eyes don't line up properly. With the below code, I get the same image displayed, but vastly offset in space for each eye. I'm using the Oculus SDK and not OpenXR. Render Pass: public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor; blitTargetDescriptor.depthBufferBits = 0; _source = renderingData.cameraData.renderer.cameraColorTargetHandle; RenderingUtils.ReAllocateIfNeeded(ref _destination, blitTargetDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "MagnifierTexture"); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(_profilerTag); Blitter.BlitCameraTexture(cmd, _source, _destination); cmd.SetG
Hello, i get this error when i tried to build Mixed reality utilikit sample project in Visual Studio..... Severity Code Description Project File Line Suppression StateError MSB3073 The command ""C:\Program Files\Epic Games\UE_5.3\Engine\Build\BatchFiles\Build.bat" MRUtilityKitSampleEditor Win64 Development -Project="D:\UNREAL\Sample\MRUtilityKitSample.uproject" -WaitMutex -FromMsBuild" exited with code 6. MRUtilityKitSample C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44 Does anyone kwno how can i fix?
I am building a VR game using the new Meta XR SDK (previous Oculus Integration). I want the user to be able to press an object (using ray interaction), and get teleported to that location with a given rotation. Then I want to disable all form of movement either with controllers or hand tracking - the only movement possible should be physically moving around. I also want the player to be stuck to the same y-position level (and not fall due to gravity). To resume controller movement and hand teleportation I want the player to ray interact with another object. Any idea how I can do this?
Hello,Im currently working on a XR-Project with my Quest 3 and I need to be able to scan for example a window with the room-scanning, declare it as a window and then in Unity replace every Window with an image.Is it possible to access the object specifications like "window" and replace them with a given Prefab/Object? Thanks for an answer!Christian
I see Meta provide 4-5 different shaders for the depth APIhttps://github.com/oculus-samples/Unity-DepthAPIbut what about for custom shader graph shaders? I use these a lotis there something simple we can do in shader graph to enable compatibility with the depth API?
I heard about on the android oculus mobile app, in the section GALLERY, RECENT used files, there is a "DELETE" button.Please add this button as well in the apple oculus mobile app.(Background: with synchronization issues, the recent files on the mobile app will remain forever.)If I'm wrong: please add this DELETE button to both mobile apps. 🙂 Kind regardsMarino
Hi!We are developing a shooting simulator in Unreal for Quest 2 / Quest 3. The controller is placed in a holder on a fake rifle.Everything is working perfectly as long as the user holding the rifle has some minor shakiness in the arms. But our pro users experience that the "controller" does not register movement if they are aiming at a target for a few seconds and gently moves the rifle to follow the target. In this case, the controller does not register movement and the VR rifle is "stuck" for a small time and then jumps to the right position. We don't see this behavior if we modify the holder to lightly tap a button on the controller or if we place aluminum foil over the A/B/Thumb stick. My guess is that this tricks to controller to think it's being handheld,We would like to avoid hardware hacks and wonder if there is any way to configure the controller using a software API. For instance to increase the "power save" timeout or tell the controller to stay active. Maybe a high pre
I need to take screenshots of what players see in the app with passthrough. How can I do this?I have added a SceneCaptureComponent2D in vr pawn and writing it to a render target and then exporting to .hdr but I can see unreal engine components but the passthrough is black. I need to take screenshot of what player is seeing with passthrough and convert it to base64. How can i do this in blueprint. Exporting a renderTarget as a PNG? - Development / Rendering - Epic Developer Community Forums (unrealengine.com)I changed the setting as per this and packaged the project to quest 3 and when I try to run, it crashes and doesn’t launch but if I keep the render target and scene cap setting default, it is working but png is not exporting properlyI don’t wanna access camera. Can i Take screenshot of what player is seeing in the head mount display in anyway? My app uses passthrough and everything is working fine.
I am looking to upgrade my project from the XR Interaction Toolkit to Meta XR Interaction SDK. After going through the sample scenes and trying every iteration I can think of, I can't get a version of the ControllerHands to work with the locomotion system. The Sample locomotion scene enables the use of either controllers or hands, but I am trying to get a version where the player is using the controllers but the hands are being shown in the game. Does anyone know how to do this?Thanks.
Hello, I am trying to release a VR-only PC game as an Oculus app, but when I use ovr-platform-util, the message “An unexpected error occurred” appears and the game does not proceed. ovr-platform-util upload-quest-build --app-id XXXXXXXXXXX --app-secret XXXXXXXXXXXX--apk C:\VirtualBuster_1.0\VirtualBuster.exe --channel LIVE I wrote the log file. Can you check what the problem is?VVVV 2024-02-02T09:06:20.936Z [DEBUG] Run args: {"appId":6889529511101188,"appSecret":"(removed)","apkPath":"C:\\VirtualBuster_1.0\\VirtualBuster.exe","channel":"LIVE","draft":false,"excludeAddons":false,"inheritAssetFiles":false,"isODH":false,"uploadFromEngine":false,"uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":false}2024-02-02T09:06:21.188Z [DEBUG] Server log: {"app_id":6889529511101188,"client":"COMMAND_LINE","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp
I am implementing OpenXR support (native, C++) and I have an issue with creating/using swapchains.Doesn't matter if the swapchain is created with GL_SRGB8_ALPHA8 or GL_RGBA8, the results are almost always washed out/brighter. The only case it works fine is with OpenGL, using GL_SRGB8_ALPHA8 and NOT enabling GL_FRAMEBUFFER_SRGB. I do not convert manually in the shader. In this particular case, the image should be darker but it works as expected. All three other cases (GL_RGBA8, disabled GL_FRAMEBUFFER_SRGB, GL_RGBA8, enabled GL_FRAMEBUFFER_SRGB (although it makes little sense), GL_SRGB8_ALPHA8 enabled GL_FRAMEBUFFER_SRGB) give washed out, brighter image. That was for OpenGL, PC. For OpenGLES, Quest, I can't get a properly working case at all. There is no way to enable/disable GL_FRAMEBUFFER_SRGB as it should work out of the box, so there are just two cases: GL_RGBA8 and GL_SRGB8_ALPHA8. Both give washed out, brighter image. Seems like the results are always treated as being in
Hi, Oculus official and developers:The code provided by Oculus official can be found here: Downloads - Oculus OpenXR Mobile SDKUsing XrCompositor_NativeActivity to have a test. As the code shown, the default color space is GL_SRGB8_ALPHA8. But when I changed it to GL_RGBA8, the color became much brighter than it should be.Here is the result of default GL_SRGB8_ALPHA8 which is correct.But when I changed it into GL_RGBA8, the color is Reproduce step: Simply change the GL_SRGB8_ALPHA8 to GL_RGBA8 in XrCompositor_NativeActivity.c file.Please help me to figure it out. This is very important in my work. Some people think the RGB app should be brighter than sRGB, the result should be correct even they are different on the screen because Oculus is industry standards. But I insist that the RGB should be the same as sRGB on the screen. As a comparison, I replace the loader with Pico's loader. The RGB and SRGB apps are both like the result of GL_SRGB8_
Please tell me how to use Meta XR Interaction SDK.https://assetstore.unity.com/packages/tools/integration/meta-xr-interaction-sdk-264559 The link below assumes the OVRInteraction prefab.https://developer.oculus.com/documentation/unity/unity-isdk-getting-started/But, In the preview version of Meta XR Interaction OVRInteraction prefab is gone.
I built an Ios App of Oculus LipSync through Unity,but it won't be available in the IOS App Store.Why does the Oculus Lipsync for Unity Plugin not support the Ios App Store?Now is there a version that supports Ios App Store?
So, one might assume that all Quest projects developed in Unity share 90% of interaction modes and features. I would assume this would mean Meta would have released a starter project that includes all of these.I've found "All In One SDK", but there's not any comparable "All In One Scene" to actually use it.There are old projects that have passthrough, which are incompatible with old projects which do hand tracking, which are incompatible with old projects that do physics hands, which are incompatible with old projects that do controller tracking.But there doesn't appear to be a project, asset or repo that does *functional, buildable quest project*It feels like too much of an oversight to be true. Surely I'm missing something here? I missed a download link somewhere? They don't really expect every developer to independently spend a week building identical starter projects do they?
Hi everyone,I'm working on a VR project and I'm trying to track user interactions, like when they grab objects. I've set up Firebase for this, but I'm not seeing any data show up.Here's what I've done:Followed Firebase's official setup documentation.Added event tracking to the interactions in the VR environment.Checked the Firebase console for data.But still, no data is coming through. I have a few questions:Are there common issues with Firebase that could stop data from logging that I might have missed?What other backend systems or methods do you recommend for tracking VR interactions?If anyone has experience with Firebase for VR, could you share your insights or point me to some helpful resources?I'd really appreciate any advice or suggestions. I'm also open to other reliable backend solutions if you think there's a better way to do this.Thanks for your help!
Hi, I'm a Unity dev trying to update our games to work with the new age requirements from Meta. We have been setting up everything needed however we are not sure how we can test build the same way as a child (10-13 year-old) to make sure everything works as expected. Is there a way to change the age of an account to test the functionality?
Hi,After updating to interaction sdk v60, I get an error when trying to obtain a collision like so:public void OnPointerMove(PointerEvent pointerEvent){ if(!rayInteractableEvent.enabled) return; RayInteractor handRayInteractor = pointerEvent.Data as RayInteractor; if (!handRayInteractor.CollisionInfo.HasValue) { return; } handRayInteractor is null and undefined the compiler says. I haven't changed anything in my code, just updated the sdk. In release notes it says that a case where 'data' could be null was fixed, but I now have the exact same problem. Has the way of getting data changed or am I missing something else from this update?
I'm used to MRTK2 & 3.Oculus SDK (/Meta SDK? this is where the confusion starts LOL!) seems very... complicated to me. Generally it is weird that there are SO many components with similar names, from OVRplugin and Oculus.Interaction. In addition, having to add a link so much stuff to OVRCameraRig just to get some hand interactions going is like... crazy! This is super error prone and time consuming.More concretely; I want to re-create something from the DistanceGrabExample scene; being able to manipulate an object from closeup and a distance with both controllers and hands. In addition I want to support two hand scaling and manipulation as well.Can someone explain which components I need to add where? I understand the list is going to be loooong.This is what I have so far. What is not working for me is:- Now the object flies to the user, I don't want that- The object is LOCKED- Two hand scaling is also not working, despite the fact that I added Two Grab Free Transformer. Also
The RayExamples scene hasCurved surfaces that allow for various material types: Alpha Cutout, Alpha Blended, and Underlay (only viewable on-device)I cannot tell the difference between the `Alpha Cutout` and `Underlay` materials. I'm viewing it on my Meta Quest 3.
Hi been struggling for a week now trying to upload an APK to my meta quest 3.2 issues both are circular loops.1. I cannot join/create an organisation at the Verify Your Oculus Developer Account stage2. I cannot enable developer mode anymore (did once) via Meta app Please help !! Running out of time to evaluate the apk (have a research grant for this).Best wishes rafemack
Dear DevelopersI'm starting to develop a medical app on the Quest 2. However, I'm stuck at the the first hurdle with Android Studio. I am trying to configure "Android Studio" to develop Native C++ Apps for a Oculus Quest 2 Mobile platform.On the page Native Development - Get Started with the Platform SDK and under theConfigure Your Development Environment for Mobile DevelopmentThe documention states the following.The Oculus Platform SDK provides a loader that enables .so signature verification and graceful detection of the Oculus Runtime. To use the loader, add the SDK location to the manager ([InstallFolder]/Android/libs/armeabi-v7a/libovrplatformloader.so).I've downloaded the ovr_platfrm_sdk_40.0 and unzipped to a folder on my local drive.However, I have no idea how to use the SDK Manager to do the above. I've tried to change the SDK Location in the manager and it comes up with a warning that the selected folder (The one I downloaded) does not contain an SDK.I have ma
We are planning to develop unity programs via Oculaus MetaQuest 2&3,Can i use both environment via this device? - (Asking about both modes are available in this device)In Unity Scenes, can i change the specific scene as a VR mode and other Scenes as MR mode?I need this make specific scene as black that can't render the real world's stuffs and environment,But Other scenes can be rendered through real world.I need accurate information to buy this device, thank you
If I wanted to profile a native Unity plugin responsible for rendering operations via OpenGL on Quest2, is this supported with the Meta fork of RenderDoc?I have included the following OpenGL push/pop debug groups throughout my plugin.GLES31Ext.glPushDebugGroupKHR(GLES31Ext.GL_DEBUG_SOURCE_APPLICATION_KHR, 0, -1, "myMessage");When analyzing my capture with RenderDoc, I see my gl calls in the event browser, but I don't see the debug groups show up anywhere.I have ovrgpuprofiler enabled as well.Also, I don't see any values in the duration column of my event browser.
Hello, is it possible to broadcast live through a call from a script and thus not have to go to the menu and click on the broadcast option?In the documentation there are calls related to it, some ideas on how to use them:https://developer.oculus.com/reference/platform-unity/v59/Thanks
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