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Dynamic Resolution is always using the highest resolution possible even when the game is dropping frames. I'm testing this on Quest 2 and Quest 3, both with the latest OS version installed. Other features like Dynamic FFR, Dual-Core Mode, CPU/GPU Level Trading all are working correctly- only Dynamic Resolution seems to not work as intended. This is my current project setup:Unity 2022.3.49URP and OpenGLUniversal RP 14.0.11Meta XR Platform SDK 69.0.0Meta XR Core SDK 69.0.0Oculus XR Plugin 4.3.0URP Render Scale is 1xDynamic resolution is ON, min: 0.95x, max: 1.2xDynamic FFR is ON, max: HighI'm really not sure what to look into, technically all the known issues mentioned in the Dynamic Resolution documentation page have been fixed in Unity versions prior to the one I'm using.
As of Meta Core SDK v76, dragging in the "[BuildingBlock] Camera Rig" triggers behavior identical to pressing "Fix All" in the Project Setup Tool. This absolutely should not be the default behavior. One of the items triggered by this switches the project from using the Oculus plug-in provider to using the OpenXR one. I know the docs say Meta achieved 1:1 feature parity with Oculus and OpenXR plugins, but I can tell this isn't the case when, in my own experience today, new projects using OpenXR and OVRCameraRig experience head lock and passthrough failure, while the Oculus plug-in provider continues to work as expected (SDK v76, Unity 2022.3.59f1 AND Unity 6000.1.3f1, OpenXR Plugin 1.14.3, Oculus XR Plugin 4.5.1). Before realizing this behavior, I was experimenting with my setup so I could get enough details for a bug report. This involved swapping between OVRCameraRig and Unity's own XR Rig, because they seem to fail in different ways, and having the XR Plug-in Provider switched on me
On the Meta Avatar when the players are now too far above the floor. It looks like from my view I am into the floor but other players in my instance look like this above the floor even when I adjust the camera rig. Can anybody help?
I'm trying to load my actual room scan play area as a mesh so I can see what I'm working with and add gameobjects to specific locations in my room vs a relative method like "Find Spawn Locations". I can see it once I press play and go into my headset but not in the editor. How can I see my room scan in the editor so I can know where to place things?
Hello. I recently downloaded and opened my project on (UE5.3 meta fork). Everything works fine. But I have a question. If for some reason, after some time, I want to return my project to (UE5.3 Epic), can I do this? Because (UE5.3 meta fork) has its own additional settings, which (UE5.3 Epic) simply does not have.
I am using Unreal Engine 5.4.4 with the MetaXR plugin v66, and I also tried v71 with the same result.I want to have some objects anchored in the room, and I want to interact with them using a pointer attached to the controller.To do that, I am using the Blueprint events "OnComponentBeginOverlap" and "OnComponentEndOverlap", when I touch another object with that pointer component, these events are called once when beginning the overlap, and once when ending the overlap. If the other object is a child of an actor with an OculusXRAnchorComponent, these events are fired constantly, even if the object and the pointer seem to keep colliding.
I am trying to add to the batting tutorial and I am having issues spawning the ball above the players head. I have implemented a couple different ways but they dont work. They will compile but the collision detection doesnt work. I have recieved errors such as failed to call method 'start' as well as having the code work with error detection but break once the player moves. This is my current code: import * as hz from 'horizon/core';type State = { originalPosition: hz.Vec3}class BallScript extends hz.Component<typeof BallScript> { static propsDefinition = {}; originalPosition!: hz.Vec3; start() { // Listen for ball collisions with the ground. this.connectCodeBlockEvent(this.entity, hz.CodeBlockEvents.OnEntityCollision, (collidedWith: hz.Entity, collisionAt: hz.Vec3, normal: hz.Vec3, relativeVelocity: hz.Vec3, localColliderName: string, otherColliderName: string) => { &nb
I was trying out the "Upgrade to OVROverlayCanvas" option I see with v76 of the Interaction SDK and the UI looks sharper but I noticed that canvas that Ray and Poke interaction stopped working for canvas that were working after they got upgraded. Is this a known issue or has anyone gotten ray interaction working with OVROverlayCanvas v76 ?Claude seems to think that "OVROverlayCanvas disables all Unity-based raycast and pointer interaction.If you need to interact with your UI using ray or poke, you must use a standard world-space canvas, not an overlay. Only use OVROverlayCanvas for static, non-interactive UI." Is that right ?
Hello,Developing with Unreal Engine 5, we're trying to mimic the default Quest 3 experience, meaning :- Seeing the Controllers- Seeing the Hands holding the controllers- Having Controller's Buttons animation when pushed / triggered/ moved (joystick)- Having Hand's animation when pressing / triggering / moving (joystick) / just touching a Button with the thumb.In the Hand Sample, I've found something like that, but it seems very outdated :- Controller's model is the old Touch Controller with hoop- Hands have basic animations, but most detailed ones are missing (X/Y or A/B button touched, joystick moved, etc.)So, my questions are quite simple and obvious :- Is there a way to get the new Controllers as Skeletal Meshes with Animations ?- Is there a way to get the according Hand's Animations ?If not, are they provided in the Unity plugin, and if so, is there a way to export everything in FBX format from Unity and import it in Unreal ?Thank you
Hello Community,i try to use the Immersive Debugger in a Unity 6 project. But i do not get to manage that the following error message disappear: "In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None." My guess is, that the error appears because of the debugger itself. The error will not be printed in the Unity Log if i start the application with the Simulator (but it will also appear in the Immersive Debugger Log).Has someone an idea whats wrong?
Hey! First time posting here but found something interesting others might want to know. It's an improvement, it seems, but requires modifying library files so I'd love to know if anyone knows where I can go from here.I've been playing with the MRUK destructible environment stuff. It works great (Nevermind the fact I've spent the last 8 months developing my own version 🙃) but noticed with some oddly shaped rooms that sometimes you may get mesh pieces that are HUGE on one side of the room and then appropriately sized on the other. I mean, to the point where it's unusable. This seems to be because of how they distribute the points in the GeneratePoints() method in the DestructibleGlobalMeshSpawner class. After finding this out, with the help of Copilot (I wouldn't want to take undue credit!), I added this method to `DestructibleGlobalMeshSpawner`:public static List<Vector3> SamplePointsOnMesh(Mesh mesh, int numPoints) { var points = new List<Vector3>(); var
Hi, I am trying to use the Immersive Debugger in my mixed reality Unity project. I have the latest version (v76) of Meta XR Core, Meta XR Platform, and Meta XR Simulator and am on Unity 6000.1.1f1.After enabling the Immersive debugger and setting it to display on start, I do not see it in my game scene no matter what settings I tweak. I am using OVRManager to enable various other Meta features and these have been working fine. When I run the app on headset, I can find these errors in Android Logcat:2025/05/16 17:23:31.790 11900 11926 Error Unity MissingMethodException: Constructor on type 'Meta.XR.ImmersiveDebugger.Manager.Watch`1[[UnityEngine.Transform, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]' not found. 2025/05/16 17:23:31.790 11900 11926 Error Unity at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Objec
I wanted to suggest a small but useful feature for the Meta Quest platform. I think many users — especially in immersive games like Ghosts of Tabor — would benefit from a playtime tracker that appears next to the game icon on the home screen or in the library. To respect the refund policy, here’s how it could work:• The system still tracks playtime in the background from the moment the game is first launched.• That playtime remains hidden until either:• 14 days have passed since purchase, or• The game has been played for over 2 hours• Once either condition is met, a visible playtime counter becomes available next to the game icon or inside game details — for easy access.
During the checkout flow for in-app purchase, after the checkout page overlay is activated. If I directly close the checkout page overlay by clicking the meta button on the controller, without paying or cancelling the order, is it possible to display that checkout page again? So the user can resume that checkout.
Hey everyone, I'm working on an eye tracking project project with Quest Pro and Unity. However, our attempts failed with the warning "XR_ERROR_INITIALIZATION_FAILED." I wonder if there is anyone who has encountered a problem like this, and if anyone know how to possibly solve it. Thank you so much!
The trySetMapValue is using the generic key type for the value:public final inline fun <reified T, reified V> tryGetMapValue(attribute: kotlin.Int, key: T): V? { /* compiled code */ }public final inline fun <reified T, reified V> trySetMapValue(attribute: kotlin.Int, key: T, value: T): kotlin.Boolean { /* compiled code */ }Is this the intended behavior? Also, what's the purpose of the Entity map? I'm trying to use it to save the internal state of the entity, but I don't know if this is ideal.
Hello, I'm developing a solution on Unity, and I'm using a combo Ray Interactable + Grabbable to move 3D Objects, the GameObject has a Rigidbody attached too.But when I test, the movement seems off, my GameObject doesn't move along the Ray that I made, it moves, but not along correctly. (I can interact with my object, but the object moves very slowly in relation on Ray)Is there a proper configuration to do?
Hello all,I have a question that I’m hoping someone can help clarify. I might be misunderstanding the documentation, but I wanted to know if it’s possible to upload our own model assets—specifically ones that include their own animations, such as idle, attack, walk, run, etc.—and integrate them as custom assets.From what I’ve read in the documentation (horizon-world/learn/documentation), particularly under NPC Scripts and Setting Up NPCs with Navigation, the wording makes it seem like this might be possible. However, the examples provided give me mixed signals. It feels like the functionality might only apply to the default NPCs we've been given. I’m trying to determine whether we can truly add a custom NPC—with its own animations—to offer a more unique player experience, beyond just the chicken, zombie, skeleton, or robot models.There’s a part in the documentation that suggests we can add our own assets and attach the provided scripts, which gives me some hope. But I don’t think it’s
I don't know if this has been discussed previously. I will be looking forward to getting a quest 3. I have had all the headsets since the go first came out.i used phone vr before that. With alien apartment being my favorite demo.I miss a lot of the games I had with the go. And still have mine to play on occasion. The reason I'm bringing this up. One of the games I would love to have a vr version of is Dreamlight valley. I would love to do all the things myself instead of cut screens. And be able to walk around my valley in life size. Is there anyone who might know about the probability that we would get a vr version of dreamlight valley. Or something that wo have the equivalent to it. A game like this would make buying the next version headset more justified for the price.
I am trying to amplify the Meta Avatar's Audiosource using ontriggerenter. Basically I need for everyone in the game to hear the player in that trigger zone throughout the entire world. Can anybody help? I am using one of the Meta Audio Example projects but don't know exactly what to do to accomplish this.
Hello,For our MVP built for Meta Quest devices using Unity 6, we have been using Undertone as a reasonably priced solution for voice to text. Before we move to production, I wanted to ask fellow developers if there are any commercial grade Voice to Text solutions that they incorporated in their projects.Two main issues I am currently experiencing with the current solution:- Users who are doing Meta Quest's own voice call would not be able to get the microphone to record anything they say when they run our app,- There is a slight delay in Undertone doing its backend processing which results in either CPU spikes or delayed responses. User feedback consistently underlines the need to see words appear as they speak, but what we have now is for people to talk a sentence, wait a few secs and see the full text, instead of real time, word by word transcription.I would be grateful for tips & tricks and recommendations on how to resolve these issues. Would Meta's own Voice to Text SDK
Hello,I'm developing an application on Meta Quest 3S using the Meta XR SDK in Unity, and I'm facing an unexpected behavior related to the focus events (OVRManager.InputFocusAcquired).Context:When the user locks the headset (with the side button) as he already was the Meta Universal Menu and then unlocks it, the OVRManager.InputFocusAcquired event is triggered immediately upon unlocking, even though the user has not yet clicked the “Resume” button in the Meta Universal Menu.Issue:This causes my application to resume too early.At this point, the application is not yet visible to the user — it’s still behind the system menu — resulting in Confusion for users (the app "comes back to life" while they’re still in the menu).Observed Behavior:OVRManager.InputFocusAcquired fires immediately upon unlocking the headset.My app thinks it is fully resumed, but the Meta system menu is still on screen.I couldn’t find a reliable way to detect when the user has actually clicked "Resume" to ret
Device: Quest ProMy app, built with Unity, runs once and then no longer works. On subsequent starts it never shows anything and just hangs on starting up, eventually I get a prompt that it is not responding and asking whether to abort or wait. This behavior never occurred on previous versions of meta horizon OS. I will attach logcat output.If I select "wait" I see these messages accumulate:2025-05-14 21:25:16.340 12307 12418 Warn MemoryBrokerClient Controllers: failed to remap INPUT_TYPE_MAP: getSharedMemoryFileDescriptor (Status(-1, EX_SECURITY): 'missing runtime permission(s)')2025-05-14 21:25:17.385 12307 12418 Warn MemoryBrokerClient Controllers: failed to remap INPUT_TYPE_MAP: getSharedMemoryFileDescriptor (Status(-1, EX_SECURITY): 'missing runtime permission(s)')2025-05-14 21:25:26.151 12307 12418 Warn MemoryBrokerClient Controllers: failed to remap INPUT_TYPE_MAP: getSharedMemoryFileDescriptor (Status(-1, EX_SECURITY): 'missing runtime permission(s)')2025-05-14 21:26:24.074 1230
PLEASE HELP I NO LONGER AFTER NEW UPDATE CAN ACCESS ANY WORLD IN BOTH BUILD MODE AND PUBLISHED WORLDS. NOT JUST MY OWN BUT EVERYONE
In our UE4 game (running on a custom 4.24 Oculus version of the engine), upgrading to v35 of the system software causes one of the eyes to not render. Nothing changed before going to v35. Has anyone else seen this?
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