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Hello! I am developing a project in Unity that utilizes the face tracking, hand tracking, and eye tracking features of the Meta Quest pro. I have followed the tutorial on Meta's developer website here. I imported the movement SDK and enabled the necessary features under the OVRCameraRig (Quest Features and Permission Requests on Startup). However, no matter what I do, the only thing that is working in the Aura Sample Project is hand tracking. The avatar's face and eyes do not move at all. In the Unity console, I get errors that say "failed to start face tracking" and "failed to start hand tracking." I am using Unity version 2022.3.13f1. I also pulled another sample project from Github that someone developed to test face and eye tracking and I am seeing the same issues there. I researched prior instances of this happening with other developers such as here and I followed the steps that helped them resolve the issue such as enabling the public beta channel of the Oculus ap
I want to develop an XR app which involves tracking of real objects. I can't figure out how to access the imagery from the cameras, which I need to do this. Can't find any mention of it in the docs.Can someone point me to the relevant docs?
Please permit us developers access to the cameras/pass through texture/mesh. We can make cool mixed reality apps with that. Privacy is not an issue because you can implement a permission that asks the user if he allows it. Many big companies do it like this. Like Apple/Google lets developers access the camera of a smartphone. What is the real reason why you don't let us access the camera?
Hi Team,I am working on a VR project in Unity 3D for a company. I am testing the app on editor level through oculus link. I have been asked to move my development environment to Virtual machine (Like using VMWare). It means Unity 3d engine is on a remote system to which I need to connect via VMWare.Precisely I have to connect the VR headset to Unity engine which is on remote system and test an app on the editor level. Is it possible? As per my knowledge it is not possible. But I wanted to be double sure. If it is possible, how?Regards,Mahanth K
Hi,In Meta Quest Pro, Unity (2022.2.11) and latest Quest Integration plugin (50),Is it possible to detect if player is crossing their eyes?My test was to add OVREyeGaze to two objects (each set with its corresponding Left/Right eye value), placed them in-front of my face in the scene, but it appears the items do not switch places. Also in the Meta Movement the mirror avatar's eyes do not appear to be able to be crossed.Thanks in advance,Guy
ProblemTrying to upload and distribute (alpha) of our pretty stable App built. APK totally runs on Meta Quest, just tested it. But when trying to Distribute getting the error:can not be launched on Windows platformChecked the APK, it looks like many others:./aapt2 dump badging debug.apkpackage: name='com.voccent.voccent' versionCode='1' versionName='0.0.117' platformBuildVersionName='' platformBuildVersionCode='' compileSdkVersion='34' compileSdkVersionCodename='14'sdkVersion:'24'targetSdkVersion:'34' Any ideas? Really can't find a solution.
I am able to get spatial anchors working standalone in the Quest 2, but when I try to get it working in while doing PCVR (using OpenXR), when I create an OVRSpatialAnchor, OVRSpatialAnchor.Created never returns true and it appears that OVRSpace is not initialized. Does anyone know if it is possible to use Spatial Anchors in PCVR?
I need to access the orientation of the hand for certain actions in my VR app. I've tried multiple ways to get the orientation of the hand in Meta SDK v60:1. Directly referencing the hand prefab's transform2. Using OVRInput.GetLocalControllerRotation(OVRInput.Controller.RHand)3. Using OVRPlugin.GetNodePose(OVRPlugin.Node.HandRight, stepType).ToOVRPose().orientationI've also tried doing the same with Oculus Touch controllersBut all of them give weird outputs : https://youtu.be/SqjeR3aICbI (Here the wrist rotation goes from -160 to -30 and then goes back down to -90 as i rotate my wrist)I tried the same thing with Unity's XR hands and it gives the outputs as expected : https://youtu.be/xzbYAmLz0s0(Here the wrist rotation goes from -170 to +60 as i rotate my wrist)
I've been experimenting with Tracked Keyboard (Logitech MX Keys Mini) and Workrooms recently and have noticed a few UX/usability issues. The tracked keyboard communicates directly with the Quest, which makes perfect sense if you plan to use it as a direct input while using the Quest. However in Workrooms, when you bring your PC (or Mac in my case) in to the workroom, the keyboard does not control the PC. This is a major source of friction from a usability/UX perspective.A possible solution, and hence the feature request, would be to integrate the tracked keyboard with Meta's Remote Desktop app as the intention in this scenario is to control and directly input in to the PC. This way the user sees the keyboard (passthrough), the keystrokes are inputted directly to the PC, and Remote Desktop can pass keyboard events, positioning, etc. to the Quest.It does throw up the issue of two modes of Tracked Keyboard (one directly to Quest, the other to Remote Desktop), however cognitively thi
In the overview page for my game on https://developer.oculus.com , I'm unable to make any changes to App Lab page. The 'Edit App' button is not selectable and on-hover this message appears: "You have a pending unapproved app submission". It has been this way for several months. Can anyone help with this?CheersJake
Hi everyone,Hope this is the right place to post. I'm looking for some 3D fighting BOT, to import on a project. Is there a marketplace to look for this kind of things? I'm looking for something "trained" maybe with different level of difficulties, and that I can eventually improve and fine tune. Thanks!
I am a rancher and I would like help developing a way to use vr products to more efficient handle my fields and planting. I’m wanting to do something to help myself and other farmers and ranchers with mapping their fields. In certain fields on my property I cannot see where I have been while planting in the tractor. We have gps systems but they just don’t provide us with efficient and effective ways of doing our work
As per title.
Can i halep plis for copyright report
I'm developing a Quest Pro MR app using Unity and facing an issue with severe shaking of the scene model in playmode when using Oculus Integration SDK. This instability doesn't occur post-build, but it affects the efficiency of testing and development.Development Environment:Unity version: 2022.3.9f1Oculus Integration SDK version: 57.0.1-deprecatedseems to be also happening even with the newest Meta XR Core SDK 60.0.0I've tried several troubleshooting methods with no success and am seeking advice or solutions to stabilize the scene model in Unity playmode. Any insights or suggestions would be greatly appreciated.Thank you!
Hello, i am using renderdoc meta fork v55. I can connect to development builds of my unity game on my quest 2, but when i go to set the workspace after ive picked the application to launch, i can only select on the device. And then saving captures does nothing. Is this permissions related maybe?has anyone been able to perform renderdoc captures on quest, save them, and review them later?
I am trying to use the button of the left hand controller "X" to select objects on my game on Meta Quest 2 but I am not able to use the input system. How do we use the input system of Meta Quest 2?? I opened the input manager, I am confused on how to make my buttons be listenable to use it?? Any suggestion is appreciated.
When I try to run the Oculus Debug Tool, I just get an error message that says:Unable to connect to service, or an HMD isn't connected.What am I doing wrong? An HMD (CV1) is connected, and Home is running.
Just trying to set up my Dev account. During the verification part I've successfully verified using MFA and adding a phone number, however when attempting to add a card once the details are added, the card is momentarily shown as verified but then quickly changes back to asking me to verify again. I've used 4 different cards, can confirm all the details are correct etc. Any ideas?
I Hope to have answer to describe the different betweenopenXRMetaXRand what is the best ?why i need MetaXR without openXR?
Can’t activate 2FA with phone number for developer mode. I’m signed in and put a valid phone number, but never receive a code.
Meta has released the new Meta XR All-in-One SDK v59 in the Unity Asset Store in recent days, and Oculus Integration has deprecated. However, when I install it from Unity Package Manager, there is an error log in the console indicating that "[Package Manager Window] Cannot perform upm operation: undefined == true [UpmError_NotFound]. UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()". Therefore, I can't successfully import Meta XR All-in-One SDK to my Unity. It is very strange. I tried Unity 2021.3.29, 2022.3.1, but it still can't work. Does anyone meet this problem?
This needs to be fixed because I can’t watch anything without a humming noise in the background
Hi there, I've an app that I had an old build submitted and approved for a few months ago. The store page is live but the app is pre-release. I'm trying to update the pricing for the app, but it's telling me that I can't because 'I changed it in the last 30 days (February 2024)'. Obviously I couldn't have changed it in Feb 2024, as that's firmly in the future... I'm just trying to align my pricing with my Steam build and would love some help in overcoming this bug as I can't seem to find anywhere to get into contact with Meta about it directly... BW,Jake
Hi there,iam creating spatial anchors from metaxr api. I can save them and load them - all good. All i wonder is, i cannot move the actor i created from the anchor (anchor actor). That means i cannot update its transform in the game, which is a bit weird. In theory i could delete it and recreate a new anchor an another position, but guess its not the intended way?!This is the code how i spawn it and how i try to update the location. But the actor is sticky and does not move during game runtime : Some ideas about it? thanks 🙂
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