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Hello,I am trying to get the unreal spacial anchor sample to work (https://github.com/oculus-samples/Unreal-SpatialAnchorsSample). But there happens to be a strange bug, which always sets my created marker on the position 0,0,0 in the level right after I created one and not on the position where it should appear. (see Image below)Everything else seems to work fine, I can save and load the markers, but they always appear at the same position. I already checked if the position gets set correctly, when spawning the spatial model, which is the case but after the Blueprint Node "Oculus XR Async Create Spatial Anchor" (which succeeds) the position reset happens and I also cant set it back again.Has anyone any Idea why this happens? Does this only happen to me?I am using Unreal Engine 5.3.2 and have the Meta XR Plugin v60 installed.I am also not getting following errors in the console:I am also getting the following errors in the console:LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HA
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 have also tried making a basic project from scratch and the problem still occurs. If I use OpenXR as the plugin provider the hand placement is perfect, but as soon as I switch to Oculus the hands appear significantly lower then they should. Unfortunately my project doesn't work with OpenXR as the provider and there are various options with the Oculus provider that I require anyway. He's my repro steps for a plain sample project that shows the problem.Broken version:New 3D Unity project in Unity 2022.3.10 (also occurrs in 2022.3.17)Switch platform to AndroidOpen Package Manager and install XR Interaction ToolkitConfirm yes to enabling the backends when promptedInstall XR Plugin Management, OpenXR Plugin and Oculus XR Plugin in Package ManagerImport Starter Assets sample from XR Interaction Toolkit packageOpen scene Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/DemoSceneIn Project Settings/XR Plug-in Management, set Oculus as Plug-in ProviderBuild & Run. Notice control
So today I started a sample project, there's going to be a couple of object interactions with Hand Tracking with the new SDK which is Meta XR AIO SDK. Everything works fine until I think about movements with Hand Tracking. so I know Oculus Integration released teleport locomotion with hand gestures, and I searched on the internet how to do that, but didn't find one, even on the Meta XR Interactions Samples, there's only an FBX file that belongs to a scene with the hand tracking gestures on it. but I don't know how to use it, does someone know how to do it? or get any tutorial or scene for a references?
In VRC.Quest.Streaming.2 | Oculus Developers there is a mention "Applications that stream stereoscopic, head-tracked, or immersive content may only do so from a local source, that is, a device that the customer has physical access to. Streaming from virtual devices or cloud sources is not allowed unless expressly approved by Meta in writing." What is the process to get permission from Meta in writing?
I'm currently trying to set up my game to connect to the OVR Platform using ovr_PlatformInitializeAndroid or ovr_PlatformInitializeAndroidAsynchronous, however, what I'm currently seeing is that the program comes to a standstill when making those calls and never reaches the next line of code.What I've tried:I had a colleague test my code with their account on their device in the UK and it seemed to work (I am in NZ).I tried on a Quest 2 and Quest Pro and neither has worked.I created a new account and had that granted developer role and that still didn't work.I hotspotted my Quest to my mobile phone to use it's internet connection, and that didn't work.Unfortunately, as there seems to be no debug version of the library, I have no idea what could be preventing it from even producing an error code. Given it happens in the async call too it seems unlikely it has anything to do with communication.Any help would be greatly appreciated.
After updating to the most recent imports, i.e. using the latest UPM off Unity Store, Unity Version 2021.3.33f1, I am encountering a strange bug. With a very basic scene (an OVRCameraRig and a plane at 0,0,0), we find that the ground in VR does not match the actual ground - when I put the controller on the ground, it does not match where the controller is in real life. It feels as though the ground in Unity is "higher" than where it should be. This is not restricted to the vertical axis, when I move the controller in front of me (e.g. by stretching out my arms), it does not seem to reach as far as it should in the VR scene. I asked someone else to test this, and they had the same result, i.e. the viewed motion in VR was less than the motion they felt in real life. I am using "Tracking Origin Type" = "Floor Level". The Oculus itself has the correct calibration; when I tested movement it outside of the Unity App, everything worked fine. Please advise on how I should try to
Hello all. I am quite new to developing for VR, and have been attempting to work through the tutorials Meta gives for Quest 2 development using Unity. I did the Playground Tutorials (https://developer.oculus.com/documentation/unity/unity-tutorial-basic-controller-input/) to set up hand tracking and using controllers, and want to move on to locomotion. I acquired the Locomotion sample, and have been trying to follow along with this: https://developer.oculus.com/documentation/unity/unity-isdk-create-locomotion-interactions/. I can get the sample compiled and running on my quest 2, however, I can not get the tutorial working on my project. I followed the parts for the tutorial to try to accomplish locomotion with my Right hand (I can move onto Left hand and controller locomotion once this aspect is working) - which involves adding LocomotionHandInteractorGroup to your hand, creating a Locomotion GameObject, and copying in some mesh files from the sample. As far as I can tel
My org is hoping to do a user test with a demo for our game. For the test, we'd want to add users to a release channel, then after the demo period, remove the game from their device. However, it seems that removing a user from the test channel just means that they can't get new builds. Is there a better way to do this? Or how can we prevent users from playing after the demo period?
Hi, I am trying to measure the device's power draw in mW while running an XR app. The OVR metrics tool provides:Battery Current Now: This is the instantaneous current drawn from the battery in milliamps. When I tried logging this metric from the OVR metrics tool I got values that were either 0 or 9999, the value remained at 0 for more than 10 seconds at multiple intervals. May I know if this is fine? and can you help me better understand its output?The tool also reports Power current which also varies between 0 and around 65. May I know how this metric is different from Battery Current Now? Additionally, the tool reports power voltage and power wattage. I referred to this link but the explanation of the metrics was not clear. Can you help me better understand the output of these parameters?May I know if there is another source or tool through which I can access this information like VrApi logs or through adb commands?The image below contains the graphs for each parameter
support.oculus recommended for local 3D video viewing to put {"format": "3DLR"} as a video_name.txt in the video's directory. But adding F to "format": up to "3DLRF" changes nothing. How can I get full-screen mode?In addition, I uploaded https://syla.top/3D/2KMSM.mp4 with https://syla.top/3D/2KMSM.txt as a video_name.txt, but Quest 2 still shows it side-by-side. Or does such a video_name.txt work with local files only? Then how can I share a video to somebody's Quest 2 with a 3D video from my server?
Hi all!I am a PhD student at the Technological University Dublin. I am using the Meta Quest 2 to run the experiment that involves pairing the Meta Quest 2 HMD and EEG headset. The issue is that I need to know the exact time between the event happening in Unity and being detected by the LabStreamingLayer and the image changes on my Meta Quest 2 screen with high precision. Due to the specifics of the EEG signal I am working with the answer should be precise up to the millisecond. Is there some known number or should I measure it myself using photosensors, etc?Thank you
Hi there, can a UnityXR app launch while headset tracking is disabled? One of our clients wants to use their Quest 1 headsets on ships for training purposes. Due to the ship's movement, the headset loses tracking frequently, leading them to disable tracking entirely. Our app doesn't require 6DoF, but it fails to launch if headset tracking is off. I've examined the YouTube app's manifest file, as it can launch with tracking disabled, and attempted to replicate its settings in our app's manifest. However, our app still won't launch when tracking is off. Is there a way to launch a UnityXR app with tracking disabled? Unity 2021.3.25Oculus XR Plugin 3.3.0 (latest that supports Quest 1) Thanks.
I'm developing VR game for quest 2 and quest 3 and found if I run game as normal Android app and show it in window mode, it is more clear than what I see it in VR mode.I found even I change Unity URP render scale to 2x, it's still not the same in window mode.At last, I change the default texture height by ADB, and everything in VR mode is clear now.So my question is: it here any way to change this defualt texture size in Unity? My game need the as max rendering resolution as possible, the render scale in URP doesn't do the best.
Hello, We are currently developing a project involving the Meta Quest 3 and have encountered a technical challenge. Our goal is to access the front camera images of the Quest 3 to track infrared red dots. However, we found that the current SDK does not provide access to the front camera due to privacy concerns. Our application relies on external devices, and using only the built-in sensors of the Quest 3 does not meet our needs.We would like to inquire if there are any other feasible methods or technical solutions to achieve our objective. Could you provide some guidance or suggestions to help us address this issue?Thank you very much for your time and assistance.
The audio for the Beta Cast 2.0 Sounds Horrible. it keeps popping. I updated my audio drivers and it did not fix it. Also it would be great if when i change to cinematic 16:9 it remembers it next time so i dont have to do it again. thanks
Hello. Im trying to run the sample project of https://developer.oculus.com/downloads/package/meta-xr-mr-utility-kit-unreal/ Mixed reality. but when i build on Visual Studio i get this error;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 44does anyone know what can i do?
Code base for Quest 2 + OpenXR + Vulkan works fine however testing/development on Quest 3 seems like this combination is not yet supported. Some online searching suggests this is indeed the case. Can anyone confirm/deny this and more importantly give a forecast as to if/when Vulkan will be supported?
Hi, I am developing a passthrough/VR experience using Unity where users can interact with physical objects in the room. My first step was to get the virtual representation of furniture and walls in the room which I think there is an experimental feature to do so in oculus home environment. Is there any way I can bring those furniture/walls mapped in quest home inside unity? It might be a privacy issue but I think setting up a permission pop-up to do so should be fine.
有谁知道我如何使用 MotionController 根据我的指尖位置进行更改?我发现在这个例子中,当我捡起一个物体时,它会根据手腕而变化,而判断它是否可以被捡起的范围也是基于手腕的,我想把它调整成我的食指尖,这样我就可以最大限度地减少我的手腕不小心碰到其他物体, 现在,我很容易得到离我手腕更近的物体,而不是靠近我手指的物体,我想改变它。
Hi! anyone know how I can use to make the MotionController change based on the position of my fingertips? I find that when I pick up an object in this example, it changes based on the wrist, and the range for determining if it can be picked up is also based on the wrist, and I would like to adjust it to be the tip of my index finger so that I can minimize my wrist from accidentally touching other objects, and now, it's very easy for me to get the object that is closer to my wrist than the object that is closer to my finger, and I would like to change it.I'm assuming it has something to do with the Motion controller, is anyone clear on how to change it? Thanks a lot!
I currently plan to use Lipsync for Unreal Engine SDK to drive the mouth shape of digital people. I downloaded the OVRLipSync SDK from the official website. This compressed package contains the UE project. The Unreal version I am currently developing is 4.23. I run the package in the compressed package. Unreal Project, I found that I can't open it, and I want to know why.
Are there any plans to add support for Linux? At the moment, SteamVR has Full Support for Linux, but Oculus does not.
Dear All,I tried to record inputs using AutoDriver as mentioned in the following link :https://developer.oculus.com/documentation/native/android/ts-autodriver/I used batch files in the following link:https://developer.oculus.com/downloads/package/autodriver-batch-files/I ran RecordAutoDriverInputs.bat and recorded netflix activity but the *.autodriver file was not created with the following error:adb: error: failed to stat remote object '/sdcard/Android/data/com.netflix.ninja.vr/AutoDriver/default.autodriver': No such file or directoryPlease help me solve this problem.The entire script I used is :-------- Script Start -----------------set TEST_NAME=MyFirstRecordingset TEST_CLASS=com.netflix.ninja.vrset TEST_ACTIVITY=oculus.Vr2dShellset TEST_SECONDS=30 echo offsetlocal enabledelayedexpansion :: Setup system and device variables.if "%ADB%"=="" set ADB=adb.exe%ADB% help > nulif "%ERRORLEVEL%" NEQ "0" goto AdbNotFound set DEVICE=if not "%1"=="" s
We were using AutoDriver, found here: https://developer.oculus.com/documentation/unity/ts-autodriver/This no longer seems to work. The command that causes issues is: "adb shell debug.oculus.autoDriverApp". This will always return: "/system/bin/sh: debug.oculus.autoDriverApp: inaccessible or not found". This has seriously affected our testing, as we used this system for our E2E testing.If anyone has information on this issue, good or bad, please reach out. My team is small and heavily relied on this system.
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