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Hey guys, I have staged my room with the onboard software in the Quest 3's settings. This includes scanning the walls, doors, and adding in the furniture manually. Once I use the OVRSceneManager component to load said scene into Unity, I see the walls in the correct places but most of the furniture is floating above the ground, along with one of them being clipped into the floor. I have checked:-ScenePlane and SceneVolume are both barebones objects with the scripts exclusively, and one child with either a quad or cube with certain offsets applied as per the Meta docs.-No other components exist on either object like rigidbodies or extra colliders.-No additional offset is applied to the objects when spawned through their prefab or any parents in the scene. Does anyone know why this could happen or experienced it in the past? Any information helps, thank you!
(Originally posted in the wrong board, I didn't notice the dedicated Unity section) Hi,I'm creating this very simple VR scene on Unity 2021.3.25 LTS. Whenever I run it, I get these strange static flashing in the left eye only, so it looks fine when I close that eye but awful otherwise. When I bring up the menu, I can see the scene in the background and that static mess disappears. I'm using the Oculus SDK within Unity and hoping this is an easy fix. It's also being run on the Quest Pro. It looks fine when I test run the app in Unity and have it plugged into the laptop. This only happens in standalone.Thanks in advance for anyone that can help.Kind regardsShaun
I'm working on a Unity project that has odd behavior for OVROverlays. When in the Quest and looking at a stationary object with an OVROverlay component, turning the head causes the overlay to appear to move a small bit in that direction. The display seems to then slide back to where its supposed to be. This movement has no relationship to the game object actually moving. This happens to all overlays in this project. As a test, I added the same overlay both to a sample project and to our game. The overlay in the sample project sat still, while the one in our project exhibits this behavior.A last data point: movies made of the behavior through the Oculus Developer Hub do not show the problem. This evidence makes me think that we have somehow not set up our camera, renderer or device correctly.Anyone have any ideas about a solution? Systems to check?
Hello, I am trying to achive the native oculus looks of hands and pointer using open XR, so basically instead of a ray pointer i want to replace it with teardrop shape and circle like the one in the link below, and same material for the hands also.https://blog.unity.com/engine-platform/cross-platform-mixed-reality-development-on-meta-quest-3
I'm trying to setup a Canvas with a circular Image as a RayInteractable (RayInteractable component sits on the root "RayHoverSelectable" GameObject) but when I assign the CircleSurface in the Surface field of the RayInteractable, it detects it as a rectangular surface, instead of a circular surface (I can see this when I hover over the Image with my ControllerRayInteractor). The hover and unhover events do get fired so the rest of the setup works. Is this a bug or intended behaviour?
Hello,I imported the new Meta XR All-in-One SDK and replaced it with an older version of legacy Oculus SDK. This package however comes with a class SerializableDictionary. Now, I am already using a class called SerializableDictionary in my project. This obviously creates an issue. However, this issue is not easily fixed because the 3rd party asset's class and your class do not have their own namespaces.Please, in a future release add it to some kind of a Oculus.x.y.Utils namespace. The file itself is in a folder called Utils but it would be of great help if your custom classes were in your package-specific namespace.
Hello,We received an email from our user regarding an issue they experienced with in-app purchases. What suggestions can we offer to help resolve this issue?"I have installed the mindway app on my quest 3 and tried to sign up to a membership plan using the headset. However after selecting payment method I get a message to continue in the mobile app because my bank requires some extra verification. It says to check the notifications in the quest mobile app and follow the instructions. However when I check the quest app on my phone there are no notifications, so I don't know how to complete the purchase. Any help with this would be appreciated"
Hey, i would like to use textmeshpro and the text in the oculus GIT doesn't seem to work. when moving it gitters.GIT: Oculus-VR/Unity-Graphics: Unity Graphics - Including Scriptable Render Pipeline (github.com)I assume the shader is not supported. What can i do to get overlay texts of TextMeshPro to get working with appsw
i create an app include just a video player, then it work fine on unity display but when i build on headset, i get this aspect, the video play but the display doesnt show up correctly. how can i fix it?
Hello everyone, we recently updated our project to Unity 2022.3.12f1 (LTS) and v55 Oculus SDK. Our Meta store app crashes immediately after the splash screen if you open the app after opening the Meta Store page from the Meta main menu. The app worked fine before the Unity upgrade.Here's a video of the issue: https://www.loom.com/share/b87bd347f15741efbfa08bf7aa3f5858?sid=a8a690f1-0872-4c90-9a8b-634e73cb4c48Can someone provide insights on how to address/fix this issue?
How can I set up a LocomotionInteractorGroup (to teleport and rotate) when my controllers are set up like hands? Teleportation should be triggered using the joystick of the controller as is normal when using LocomotionControllerINteractorGroup. Does using LocomotionHandInteractorGroup works? I do not think so due to the finger feature state provider required..?
If you get "[Compatibility] Build Target (Unknown) is not supported" in the Project Validation tool, just change the XR Management to OpenXR for a moment, do a build, then go back to Oculus and that seems to straighten things out. Hopefully this saves another time on this issue.
I'm using quest to play Steam VR games. Many of them are keyboard and mouse (meaning the Quest controller aren't good) with VR support. I use a nonVR controler (xbox) with keyboard keys binding ti bypass such issue while still having the VR experience However, the Quest controler are still active, so of course i keep seeing hands or what the games shows them as. And i tryed to remove left controler from Oculus Link PC app, or not touch it at all, randomly it reconnects and stay (the only bypass is remove the battery before this...) I know that physical all you van do is remove the batteries. But what about software wise? Is there an option to deactivate them?
I use the meta to play SteamVR games via Quest link (virtual desktop doesn't work exactly because controllers are messed up and can't change, yes i tryed the keybind in steamVR app) I can use more or less the Quests controller, except, left and right are mirrored in games that use keyboard and mouse (PC) despite being VR supposed Some of the VR games, use WASD (PC letters) to move around. Meaning i am stuck, need to put down the Quest controler and use a different controller (xbox) where I have keybinded the joystick to be WASD Via steam So here is the thing, how can I remap the buttons? Like right joystick (quest) is perfect for VR use. And left one, everything to be PC keyboard (so joystick to be WASD, XY and the 2 bigger bottoms will be separe PC keyboard keys).
Hello,I would like to have a app to check on command as system app. Is it possible to have it? Or Can you tell te, please, how to setup this kind of application? This must check running apps and report it back to my organization. Sometimes start with another android device app on Oculus. Send some information to database of organization.Is it possible to do it on "background" of the Oculus?Thank you.
I have an a launch app. It it a common 2d ui application in android. I use it to pass params to another vr application.In system ov version 42. it can launch the vr application. but when I update system ov to version 46. It doen't work. it it Only play audio.below is my launch app AndroidManifest.xml <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="my.package.name" android:installLocation="auto" android:versionCode="20" android:versionName="2.0"> <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" /> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" /> <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
Hello,I have a superhero game idea based on a superhero character that I created myself. But I don't have the skills to make the game myself. And would like someone to make it for me. I'll even share the credit with them.The title of my game idea is "The Protectors of Dementions." It's a superhero for superheros that are affected by their weaknesses. Can anyone help me get this game made. And make it VR and sold in the Meta Quest 2 store. And maybe make it both single player and multiplayer.
Hi there!Recently i found a bug that arrived with latest Oculus integration package. I can't tell exactly wich one but around V55.So, input system is broken when importing the Oculus integration or Meta XR package. Pointer Position and Rotation will gone and missing if we use Oculus, 4-5 month ago it worked well.First picture, without Oculus SDK/Meta XRAfter importing SDK:
1st - I can't create a new application, this error appears.If I refresh the window the application does appear.2nd - If I try to use the entitlement check, it does not recognize the application and closes as if it did not have the permissions. In Oculus Platform Settings I add the application ID that is generated in the App IDUsed to initialize the Platform SDK.Launching directly in Unity Editor gives me the following error.UnityException: Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'Oculus.Platform.Core.getAppID (System.String appId) (at ./Library/PackageCache/com.meta.xr.sdk.platform@59.0.0/Scripts/Platform.cs:50)Oculus.Platform.Core.AsyncInitialize (System.String appId) (at ./Library/PackageCache/com.meta.xr.sdk.platform@59.0.0/Scripts/Platform.cs:64)AppEntitlementCheck.Awake () (at Assets/_Aztiak/Scripts/00_AppEntitlementCheckScene/AppEntitlementCheck.cs:10)UnityEngine.Debug:LogException(Exception)AppEntitlementCheck:Awake() (at Assets/_Aztiak/Scripts
Hi! On a clean Unity install I simply import the last Oculus Integration SDK.When I try to launch an interaction demo scene (DistanceGrabExamples for example) Unity crash.It seems it have to do with hands.If I desactivate hands in the hierarchy the scene doesn't crash and play normally.Here is the crash log :https://www.voxelguy.fr/Editor.logI did a lot of gamedev with older versions of the SDK and everything was working fine, even hand tracking.But this version crash Unity if I don't disable hands.I would love to use the new version. Can you please help me ?Thanks!
Hello, we are getting crashes in our Unity game . These crashes happen only on Quest2, the game runs fine on Quest1. So far we are unable to find a cause of this crash, the only relevant info we could find was in the logs (attached below).It happens in some scenes consistently, in other quite randomly. We have a persistent scene + additive level scenes setup. The metrics HUD enabled from Meta Quest Developer hud is showing there is enough memory and no excessive use of GPU or CPU.Scripting backend is IL2CPP for arm64 with openGL. Unity 2022.2.1, all the latest packages and oculus integration. Any ideas what might be causing this issue or how to proceed with identifying the cause?03-24 13:08:22.276 5578 5601 E CRASH : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 03-24 13:08:22.276 5578 5601 E CRASH : Version '2022.2.1f1 (4fead5835099)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' 03-24 13:08:22.276 5578 5601 E CRASH : Build
Hi,I updated two of my Meta Quest 2 devices to PTC v60 version today and noticed that connected Bluetooth devices (BLE) have huge input delay lag. Earlier today the Bluetooth connection worked fine on these devices on V59. The input lag is between 1-2 seconds when Bluetooth controller is connected. I have tried to factory reset the headsets but the issue still persist. I have also third Meta Quest 2 device which still has V59 on it and the Bluetooth controllers work correctly on that one. This is a huge issue since it makes Bluetooth controllers not usable at all which is key functionality in our application. Please try to fix this before releasing V60.Version: 60.0.0.107.366.536455832Runtime version: 60.0.0.107.366.536455903I tried to figure out what exactly is the issue and created an application that connects to the Bluetooth device. When tried to read data from the BLE device it took 1000-3000ms to receive the data in Meta Quest 2 V60. I tested this on Meta Quest 2 V59 and the
I bought a game, played it for less than 2 hours. It was like 30 minutes and refunded it in the same day. But for some reason this is happened to me twice in a row now but they say I'm not eligible for a refund for no reason. I have played it for less than 2 hours and within 14 days and they will not give me a refund. What do I do?
I don't know who needs to read this. Don't use Project Launcher in 5.2 or 5.3 (maybe all 5.* builds?). Instead, package the project, and deploy it by running the generated bat file.Everything but my ship build worked using Project Launcher. My Ship build would deploy, but it would never successfully launch. From the Device Logs, I don't think it produced a single frame, and all I got was a black screen hang. But if I package the project and run the bat to deploy, it works!
I want my player to be able to point towards an object with a teleport interactable attached, press it (ray press) and get teleported. Currently I can use the teleport locomotion (with controller or hands) to trigger teleport, but is it possible through ray interaction?
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