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Hi,I'm trying to get Shared Spatial Anchors working using OpenXR instead of Oculus plugin. The reason I can't use Oculus is because other plugins are dependent on OpenXR. If I switch back to Oculus it works fine.I can create anchors fine, but when it comes to sharing them, I get the following error:Error OVRPlugin [SaveSpaceList] m_XR_FB_spatial_entity_storage_batch extension is not available (arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:12360)Is there any workaround?Thanks
Can't save anchors to local. It works with the sample scene "SpatialAnchor" but not from my project.Getting error:OVRPlugin.SaveSpaceList failed with error Failure_OperationFailed None of my debug lines below are fired, the error is fired from the OVRPlugin.Is there any special authorization access to local storage or headset space access to allow somewhere in manifest or build settings? public void SaveAnchor() { if (!_spatialAnchor) { var debugString = "No OVRSpatialAnchor found"; AnchorUIManager.Instance.debugTextBox.text = debugString; return; } _spatialAnchor.Save((anchor, success) => { if (!success) { var debugString2 = "Spatial anchor coudn't be saved."; AnchorUIManager.Instance.debugTextBox.text = debugString2; return; } var debugString = "Spatial anchor saved, now saving to playerPrefs..."; AnchorUIManager.Instance.debugTextBox.text = debugString; SaveUuidToPlayerP
Directly package Unity-Phanto sample in Scene API mode, NoSceneModelToLoad is always triggered after scanning the room.Please tell me what caused it?
There are issues in the project validation when working with the new meta packages. 1. When only the Windows platform is installed in the editor you get the message 'Build target (unknown) is not supported'This should say something about windows and android development and maybe provide a fix. This also hinders all PCVR development 2. 'Disable Graphics Jobs' seems like bad advice to me. It was broken on older versions, but now it can give a performance boost, which is definitely welcome. For windows Graphics jobs never had an issue
I've uploaded a draft video to the Meta Quest Media Studio. The Documentation seems woefully out of date as it references the Go:Selecting "Save as Draft" will allow only other people in your Oculus Organization to preview and review the content in headset. The draft content will show up under "Media Studio - My Videos" shelf in the Meta Quest TV application on Go.I don't see such an option under Meta TV on my account. Other users in our Organization (all Admins) don't see such an option. The only way I was able to view this draft in my headset was:"View Meta Quest Page"Click "Watch in Device"Click "Open" next to my chosen deviceWatch it in the headsetAm I missing a setting or option to be able to view drafts in my headset? What about other people in my Organization?
I have a game that works great with PCVR using Quest2. But its made using a quite old unity and rift SDK version(older than 2021), and the game unity version cant be updated due to failing plugins.Will this be rejected when submitted as a pcvr game?
I want to use avatars from Meta SDK as NPCs in an experience that I'm developing, using some Mixamo animations to make them look more alive. However I can't find a way to add an Animator controller to the OVRAvatarEntities.Has anyone done this?
We are developing a multiplayer VR game.We correctly implemented full body tracking using live link and animation blueprint and it works for one player.The problem arises when multiple players join, then each player controls ALL other players skeletal meshes.So, for example, I'm player one there are 5 more players around me. When I move, all the other players skeletal meshes move on my screen in tandem.This is not a replication issue because if we DONT use the live link everything is correctly displayed (for example using tw bone IK).Basically the plugin/live-link targets all mannequins(skeletal meshes) in the map and not just the one that's being controlled.Another example to make it clearer: even when playing in single player, offline, if i place 5 actors but im possessing only 1 actor, all 5 actors move in sync instead of just the one im possessing.
Is it possible to anchor Oculus overlay keyboard near user, as the picture shows?
Hello everyone! I'm building a meditation app in VR for a client of mine. Right now he wants the player to be completely solo within our app (that's easy!) but also have access to a 'community room' in Meta Horizon Worlds where they can meet other people.I understand that a world in Meta Horizon Worlds has to be open to everyone and can't be private - that's OK! That is not my question. In particular, here's what I want to know: how can our Unity app have an interaction where we send the player directly to our community room in Meta Horizon Worlds? The UX flow I'm looking for is...Player is in our app, meditatingPlayer decides to visit community roomPlayer taps on a door behind themPlayer is automatically loaded into Horizon Worlds and sent to our Community Room Is anything like that possible? I understand they will at least need Horizon Worlds downloaded on their headset, but we're taking that as a given. Beyond that, can apps load other apps? Can we at least sent them to the Hor
We have content available on the Meta Quest TV that we would like to showcase and promote via a Quest application, best case scenario would be through the PlatformSDK's deeplink mechanismIs that possible? Is there any documentation that could help us achieve this?Thanks
Hi community,We are a very small team that develop apps for VR, and also have strong knowledge in multiplayer.We want to start developing multiplayer apps for the quest 2/3 and it's really hard to find sources that explain all the necessary steps for that. Can we use the epic online system like we did until now ? Do we have to use Meta servers if we want to use the meta store ?Any tips where can we start dig and read about multiplayer dedicated server for oculus ?
Absolutely nothing happens when I call Entitlements.IsUserEntitledToApplication(). I'm trying to test this in Unity editor standalone platform. The callback is never executed and no exceptions are thrown. try { Core.Initialize(AppID); Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } catch(UnityException e) { Debug.LogError("Platform failed to initialize due to exception."); Debug.LogException(e); ShowError(e.Message); } Again, "EntitlementCallback" never runs. I have completed the Data Use Checkup and have created a Test User for my organization, which I use inside Unity. I have not uploaded any builds of this game to any channels yet, could that be the problem? If not this, then what?Thanks in advance.
I've made a developer organization but I can't enable developer mode because I cannot get my quest 2 connected to the mobile meta quest app. I've followed the troubleshoot steps on the meta website and in the following video youtube by meta:https://www.youtube.com/watch?v=gjl294ua8iM&ab_channel=MetaQuestthese didn't help all I want is to enable developer mode, is it possible to enable developer mode through any other ways? or perhaps could you enable it for me?
I have a game on AppLab built with Unity that was initially release about a year ago. Recently I've been trying to upload an update with minor fixes using MQDH but all I get is an "Upload Failed" message with the text "The build you were trying to upload has failed. Build Upload Error - an error has occured for app id: 4879[...]".Now, I CAN just sideload the apk via the "Device Manager" tab of MQDH and everything works fine on my Quest 2, which makes me think that the apk itself is okay.The error is the same when I disconnect from the internet before trying the upload, so my guess is that the apk fails some internal check *before* it is sent to the server, but unfortunately, the error message is not very informative as to where the problem is located. I only remember changing the Minimum API level and the Build Name and Build Code in Unity, everything else is pretty much the same as with the version I uploaded a year ago without problems.Does anybody know this problem? Is there a
Hi,I am developing an experiment in unity where I need to track users' eye movements and record them in a file. We have two Oculus Quest pros and on one of them, OVREyeGaze works perfectly and I am able to track users' eyes and record them. With the other quest pro though when I run the experiment in unity, OVREyeGaze automatically gets unselected and the eye tracking won't happen. I have enabled all the necessary settings but still, the eye tracking won't work on this quest pro.
Hi,I have a couple of IAPs setup in the developer dashboard, but when I set the IAP status to Unavailable it still gets fetched when i call IAP.GetProductsBySKU.AssetFile.GetList() gives me DownloadStatus: available and IapStatus gives me entitled/not entitled dependning on if it's purchased or not.But I cannot find anything that will respect the Status set in the IAP in the developer dashboard.I could of course set the metadata, but since this is this beautiful status in the develop dashboard, I'd rather use that.Anyone know anything about it?
Hello everyone and especially the people who are in charge of the technical development of the Quest 3,We're developing a non-commercial application for visually impaired people. The goal is to obtain the image representation in the quest 3 as the real image of the visually impaired person. Through this application that person can show and and let his employer experience what his real visual limitations are. The app is almost done but there is one big hurdle we can't cross. We can't figure out how we can create a visual acuity filter for the quest 3, one that is adjustable to the degree of the person in question. We don't have access to camera software or have the possibility to do in post-processing. We desperately need some help and advice. This application has a noble purpose, your help will be a great help to thousands of visually impaired people around the word !!! Many thanks in advance, Bart.🙏
I followed all of the instructions on the documentation page https://developer.oculus.com/documentation/unity/unity-ssa-sf/I requested use of User ID and User Profile in the Data Use CheckupI specified the App ID found on the Oculus dashboard in the Oculus Platform SettingsI created the app on the Photon Dashboard and added its ID to the Photon Server SettingsI checked and re-checked that the Manifest contains all of the necessary permissions in order to use Shared Anchors.All of the headsets I'm using are paired with a Test User I created for this app from the Oculus dashboard. However:- When I join a room, place an anchor and try to share it I get the "Failed to save anchor. Retrying..." message in a loop forever until I kill the app.- Other headsets cannot see the room I just createdThere are no additional logs.Help would be greatly appreciated.
As per the Shared Spatial Anchors Sample (https://github.com/oculus-samples/Unity-SharedSpatialAnchors) I need to create a list of OVRSpaceUsers which to share the OVRSpatialAnchor with. But when I create an OVRSpaceUser using the Oculus ID from the logged in user, the OVRSpaceUser turns out invalid and the id defaults to 0.What am I doing wrong?
When using the Quest 3 built in recording system within my app that I built with Unity that has music playing inside of it, I am getting very choppy audio in my recordings. It sounds really bad. Is this happening to anyone else too?
I have a ue5 project with a dedicated server I run on a virtual desktop. I always built client and server on windows and I joining the server always went smooth with pcvr. Now I tried to switch to oculus quest so I built the client with android, installed the apk on oculus quest but I can’t join the server, I get in for a second and then thrown out (offline map works). Any idea why??
With Oculus Quest it is possible to achieve exact plane detection, automatically obtaining the angles of the physical object?
Hello everyone,I'm making a small VR game in Unity for the Quest 2 and I'm facing some problems to manage the data saved. I decided to use SQLite because this game is to try to take an exam in my country and I know one of the modules is about databases (and that the jury loves SQL).From the link I gave, I downloaded the precompiled for Android and put it in Assets/Plugins/Android/libs but when I do "Build and Run" and try to do some of the things that are supposed to be saved and restart the game, nothing was saved.I saw this tutorial that used ".so" files for Android so I followed the android bindings documentation written next to the link for Android in the tutorial and when I put the ".so" file like that: Assets/Plugins/Android/libs/arm64-v8a/libsqlite3.so, and added another file Assets/Plugins/Android/AndroidManifest.xml to give the read/write permission: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http:
I’m looking for advice based on your experiences with different VR technologies. I understand that Unity is predominant for game development, but I’m curious on what technologies are in use for development of non-game apps. I’m coming at this from mobile development with an understanding that a dev can build an app for android using Java/Kotlin etc to build up their app system from there. They also have the option of developing using Unity which will abstract development away from the Java/Kotlin side of things. Is this similar for VR development or am I completely off the mark here?
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