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Hello All, I am just getting into VR Development. I have been going through the Unity setup. I am on https://developer.oculus.com/documentation/unity/unity-import/ When I import the SDK from the Unity App Store and then restart unit I get a warning and several errors (see below). I've tried searching to see what the cause of these might be, but I am not having much luck. Since this is new to me I'd appreciate any help or pointers people can give. Thank You,Kevin Runde Plugins: Couldn't open /Users/kevinrunde/MetaStarter/Assets/Oculus/Spatializer/Plugins/AudioPluginOculusSpatializer.bundle/Contents/MacOS/AudioPluginOculusSpatializer, error: dlopen(/Users/kevinrunde/MetaStarter/Assets/Oculus/Spatializer/Plugins/AudioPluginOculusSpatializer.bundle/Contents/MacOS/AudioPluginOculusSpatializer, 0x0002): Library not loaded: '@rpath/libthird-party_pffft_pffft.dylib'Referenced from: '/Users/kevinrunde/MetaStarter/Assets/Oculus/Spatializer/Plugins/AudioPluginOculusSpatia
I have a test project in Unity and until now it's worked fine. But now I get the following error when I try to build it: Error building Player: Effect OculusSpatializerReflection could not be found. Check that the project contains the correct native audio plugin libraries and that the importer settings are set up correctly. I don't know why this would be occurring as I didn't touch the spatializer or audio setup. All I did was add a visual script on the CenterEyeAnchor to set the background color based on the distance between two objects. (The two objects are controlled by the eye tracking, one on each eye; I'm doing it to see how well the distance works as a Z axis.) Previously I didn't have any visual scripts in this project (or any custom scripts at all) so maybe that has something to do with it. I tried removing the visual script and that didn't fix it, but I'm still seeing the thing saying it's building the visual scripts, so maybe clearing out whatever is causing that w
Hi - I'm developing an experiment with Quest 2 in Unity that uses haptics with variable intensity. In Unity, we're given a range of 0 to 1, where 1 is the maximum intensity the Touch controller can deliver. I assume this is the same range as we had on the Rift S, where the range was expressed as between 0 and 255.For my experiment, I really need to know what intensity is being delivered at a given level - eg what is the actual intensity (or the amplitude) of vibrations at 0.2, 0.5 etc in the scale?In other experiments I've read up, the intensity of a vibration is measured in metres per second per second, which I believe ultimately depends on the amplitude of the vibration (in metres). I've searched the Meta documentation, but can't find any information anywhere - can anyone please tell me the range either of intensity (m/s/s) or amplitude (m). Also, whether the 0 to 1 scale is linear or something else. Alternatively, can anyone point to any documentation that would help, please?
Is Oculus Lipsync completely free to use?Do I need any purchased license or contract to ensure that I can could add this plugin to my commercial project?
X3D/VRML are markup languages to create VR based websites. Although both are explicitely planned as Desktop VR applications and not for use with HMDs, I think it would be an improvement if someone would develop a compatibility between the Rift and these languages. (I dislike Desktop VR because I think it's unimmersive and lacks typical VR features.) I also tend to think such a connection would benefit both sides and could finally make a "breakthrough" possible for Web 3D.
It seems like That Meta has gotten to other software companys such as Unity or Unreal reliance for people to create a game that Meta should create their own software to make an easy-to-use way to become a developer in the Metaverse. Meta could make a software that's easy to understand and attracts new developers that don't know how to use things like C++ or how to model. The key of making a software like that would be to put it on an alternative device like Windows or MacOS, this could be one of the major moves to development. This could in theory make it accessible to people of all ages to develop.
I have a project in Unity that I used to "Build and Run" to test the application with the Oculus Quest 2, which worked fine up until now. I did not touch any settings, and today I tried to "Build and Run" again, but the app is not launching anymore when I switch to the headset. I tried to create a new project to see if the problem persisted, and it worked with no problems. Could you tell me how I can fix this problem with my current project, as I need to test it?
I am investigating if it is possible to use the oculust camera to recreate the environment, for this I want to obtain the data from the oculus camera first but I am having a hard time finding information about this and I think it cannot be done, could someone confirm me?
I've been trying to access the new Eye and Face Tracking features of the Quest Pro using the latest Integration SDK (46.0), though I am having some trouble.OVRPlugin.StartFaceTracking() fails (Failure, error code -1000), and OVRPlugin.faceTrackingSupported returns False. I have tested both in Airlink (Android build target) and built APKs, but no luck.I have followed the project setup on the Movement SDK page and believe I am on all the latest and correct SDKs and runtimes. Face tracking is also enabled in the headset and works fine in Workrooms.Might anyone else have this issue, have an idea about what could possibly be wrong, or have a suggestion on what I might be able to try?
Hi !I'm trying to understand how to whole UI interaction is working with the Oculus Quest using the sample scenes from the Oculus integration package. Everything's working fine except one thing : When playing the UI demo scene on the Oculus Quest, it seems that I'm never triggering the "hover" event of the UI buttons with the laser (the highlight color is never applied). It does work fine on the editor using the CV1.I can easily reproduce the issue on any scene. The weird part is the click event is working normally. I've tried messing around with a canvas and getting the "IPointerEnterHandler" event to trigger, but again same behavior : It's working fine on the editor, but I'm never getting the event on the Quest. I've never had this issue on the Oculus Go.There's no error in the logs from the Oculus Monitor. I'm using the latest Oculus integration, and the recommanded latest Unity version 2019.1.2f1Is this a known issue ?Thanks !
Surprisingly I cannot find any examples for using the new face and eye tracking features with XRRig. Unfortunately, there is not much details in the SDK documentation and a few tutorials that out there are still using the OVRCameraRig.
We are a small startup in early development process for our VR game in Unreal Engine 5. We are thinking of bringing it to Meta platform as well, but we are still getting familiar with what that would entail exactly.Could you please point us in any specific direction or give us any advice of what we should keep in mind.
I'm trying to get started developing for the Quest 2 on my Mac. I'm new to Android, UE4 and the Oculus Quest 2.I've followed the instructions to build the Oculus fork of UE4 from source, installed Android Studio and set things up.I did have to modify the UE4 source to get it to compile. See PR #108 to github.com/Oculus-VR/UnrealEngine/pull/108 (I'm not allowed to post proper links yet). I also had an issue with a type -P command in SetupAndroid.command failing because the default Mac shell zsh doesn't appear to support the -P option to type. The two things make me wonder if developing on a Mac is actively being supported?I have been able to build the sample template project in UE4.However, on launch, everything hangs, and the last message in the output log is:LogPlayLevel: Running: /Users/erland/Library/Android/sdk/platform-tools/adb -s <serial> shell am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivityLogPlayLevel: Starting: Intent { cmp=
Hello all,I'm developing a room-scale game which procedurally generates its play area to fit strictly inside the boundary polygon, so there's no need for the guardian wall to be rendered while the user is playing, and having it show up when the player gets close detracts from the experience. Is there a way for an app to turn it off while it's running? To be clear, I don't want to disable the guardian system or headset tracking; I just don't want the guardian to be drawn.
Can someone tell me what drawing APIs Guardian uses? To draw the projected 2d strips that criss-cross to form the Guardian boundary wireframe. And the thin cylinder-like translucent lines that highlight obstacles in the Guardian space.
Haptic controller vibrations are a crucial tool for creating game immersion. While simple "buzzes" (a constant vibration amplitude for a specified duration) can be serviceable, modern controllers allow developers to play custom waveforms through the controllers, such as sawtooth waves, sinewaves, and even Audio Clips. This adds texture and nuance to the effect, and is the superior way to play haptics in 2022. After much trying, it appears to me that the buffer-based haptics are fully broken for Quest 2 controllers in the Oculus integration for Unity. I have tried in 3 ways: Using the Unity generic XR system: byte[] samples = new byte[1000]; // This would be loaded with samples to create a custom vibration waveform var handDevice = InputDevices.GetDeviceAtXRNode(hand == Hand.right ? XRNode.RightHand : XRNode.LeftHand); // Pass the buffer into the controller if its "haptic capabilities" say that it supports buffer-based haptics if (handDevice.TryGetHapticCapabilities
I'm able to create and re-load spatial anchors, but when I reload the unbound anchors I'm unclear on where to get the OVRSpatialAnchor from. The docs say to bind to an OVRSpatialAnchor after Localized. In the sample it looks like this: var spatialAnchor = Instantiate(_anchorPrefab, unboundAnchor.Pose.position, unboundAnchor.Pose.rotation); I'm unclear on where the _anchorPrefab is coming from though as that is also an OVRSpatialAnchor. Is there a way to do this that doesn't use a prefab? When I create my original game object and anchor I'm doing it this way: var gameObject =GameObject.Instantiate(Resources.Load<GameObject(gameObjectPath),worldObjectPose.position,worldObjectPose.orientation);var ovrSpatialAnchor = gameObject.AddComponent<OVRSpatialAnchor>();
Having an issue with the passthrough video feed on a locally running app using the AugmentedObjects test scene. It has lots of tiny slashes through it and extra camera warping. Almost like the passthrough mesh has tears. It only shows in the build and cant be recorded. Does not occur in Unity play mode. BTW Unity play mode and Passthrough has alot of lag over the cable connectivity. Unity 2021.3.9f1, Oculus SDK 46.0
Hello it is possible to made an update for the PC Rift software to have the hand tracking of the quest 2 and quest pro on the rift software and PC games steam vr ?
I'm wondering how anyone of you have managed to resolve a conflict between how PhotonVoice and the new Meta Avatars access the microphone. When the PhotonVoiceNetwork is initialised it will eventually call Microphone.Start() in order to get at the microphone's input. However in doing so it creates a new audio clip which makes the audio clip that the meta avatar's LipSyncInput was dependent on no longer equal to the audio coming through the microphone. If I then call LipSyncInput.StartMicrophone() it will also eventually call Microphone.Start() which creates a new AudioClip making the audio clip that Photon's recorder was dependent on no longer equal to the audio coming through the microphone. In short, I can either get lip syncing using my mic input OR photon using my mic input, but not both at the same time.
Hey,I'm currently implementing custom hand poses to meta avatars and have followed the documentation here: https://developer.oculus.com/documentation/unity/meta-avatars-custom-hand-poses/?locale=en_GBHowever, the documentation is incredibly sparse and doesn't detail how to do anything in good enough detail really. I've tried to look around to see if anyone else has managed to implement this but all I could see was people not being able to implement it. The main problem that I'm experiencing with it is that every time I run the app, the fingers of the avatar bend in completely different ways when pressing any button and changing the pose. It seems to change how they bend based on the orientation of the controller at the start of the application which is bonkers. I currently have two seperate rigs, as it says to do in the code, where one is a reference skeleton and one is the pose one, but yeah every time the app runs it acts completely differently. The pose skeleton acts
Hey there, we cannot find our app in the quest pro store. Anyone else having this issue? https://www.oculus.com/experiences/quest/3634799699973926/
I'm using Unity 2021.3.10f1 and I’m having an intermittent problem with launching an app using Meta Avatars and the OpenXR plugin. Sometimes when it launches it will not track hands until I hit the sleep button a couple of times to reset it and then my hands will move. I can reproduce this with the Meta example “MirrorScene”. It all works fine if I switch the OVRPlugin to the legacy LibOVR version. But now I need the face/eye tracking so I have to use OpenXR. I have manually updated the OpenXR version to 3.2.1 but it still has the problem. Are there any workarounds for this? Thank you for any suggestions.
I'm using Hands only/Hand tracking for Oculus Quest.Currently the only way I can press a button via pinch is by registering the button press delegate during pointer enter and then invoking it upon reaching pinch threshold.I'd like to know if there's a more general approach where I fire an input event as if pressing the index button of the touch controller i.e. OVRInput.Button.PrimaryIndexTrigger. Is there a way to map this pinch gesture to the primary index trigger via settings or can it be done programmatically?
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