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Hello!Can I connect my Quest 3S to my PC if the PC is connected to the router via LAN cable, and the headset is connected to the same router via Wi-Fi?Is it possible to connect the headset to the desktop using Air Link in this setup?
Previously we were using the Oculus XR Plugin with OVRSpatialAnchors and passthrough and all was working as intended. We needed to switch from the Oculus XR Plugin to OpenXR (for a separate package) and managed to get everything working except for when we put an OVRSpatialAnchor on a model with passthrough active, the model appears to be very wobbly compared to it's intended stable state. Once the spatial anchor has been removed off the model it appears much more stable but obviously doesn't have the other characteristics of having a spatial anchor that we need.Does anyone know how to fix this? I saw this post with a similar issue and I updated the AndroidManifest.xml via the Oculus tools menu but that did not seem to fix it.Potentially relevant details:Unity 2020.3.36MRTK v2.7.2OpenXR plugin v1.5.3Oculus XR plugin v1.12.0Oculus Integration v53.1Minimum Android API Level: Android 10 (API level 29)OpenXR settings:Render mode:&n
Hi , I use Unity 2020.3.48f1 with Oculus integration version 53.1 and it gives me this error in the console everytime over and over again"ArgumentException: The scene is not loaded.UnityEngine.SceneManagement.Scene.GetRootGameObjects (System.Collections.Generic.List`1[T] rootGameObjects) (at <913bb12059fd4cef8da5cc94ad2f0933>:0)UnityEngine.SceneManagement.Scene.GetRootGameObjects () (at <913bb12059fd4cef8da5cc94ad2f0933>:0)Oculus.Interaction.Editor.UnityObjectAddedBroadcaster.HandleSceneOpened (UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode, System.Collections.Generic.HashSet`1[T] knownIds) (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:87)Oculus.Interaction.Editor.UnityObjectAddedBroadcaster+<>c__DisplayClass8_0.<.cctor>b__0 (UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.c
Hi,I encountered an issue which is quite annoying, and im not sure where to best submit it.Basically, we are developing an application using Unity 6000.0.42f1 with Meta OpenXR. The application uses XR Interaction Toolkit and Hand Tracking as the primary interaction method.We noticed that when we open the app on our Quest 3S, and leave the headset alone until it times out, that hand-tracking on the Device will be disabled (rendering the device unusable / stuck on the login screen until its restarted or the controllers are used). We rarely use our controllers, so its really annoying as we need to find the controllers, use these to log back in, after which hand tracking works again.There are no clear errors, but we noticed that hand tracking is re-enabled if we connect the device to a computer and close the application using the Meta Quest Developer Hub. Not sure what the best cause of action is, but its an annoying bug in the system that we notice on a regular basis.
Hi there!I'm trying to implement Voice SDK into my project but when I install it (with the batch file adressed in documentation), I'm not able to compile project or even start the editor. Anyone using Voice SDK with 5.5 succesfully?The last version of Voice SDK is Release 67.0.0. Is maybe 72.0.0 coming any soon? Thanks
My virtual reality helmet Oculus Quest pro, suddenly stopped tracking one eye in the application, after a couple of reboots I found out that everything is fine, and the eye is tracked. The next day I noticed this error again, after rebooting the eye tracking, my helmet began to reboot endlessly freezing in a second loaded menu. Through the bios I rebooted the system many times from scratch, and only when I turn on eye tracking face tracking, as well as adjusting the fit, everything starts again. And every time I need to restart the system, I really need this function, Please help🙏!!!(Tried new updates, multiple resets of the entire system to zero, nothing helps)I managed to collect the logs of the entire launch of the helmet and its developer will be able to contact me, I can provide them to him if this helps in any way
Ever since their update two weeks ago, my oculus link has been either spotty or unresponsive. Headset makes a sound acknowledging connection but I still can't link. Has anyone else experienced this issue? Any workarounds? Thanks.
We've been experiencing issues on Meta SDK 76 with the OVR Overlay Canvas where after some time the overlay seems to shift when moving the headset quickly.We were able to consistently reproduce these results on Unity 6.1 with Universal Render Pipeline version 17.1.0 on a Quest 3.To reproduce the bug setup a OVR Overlay Canvas in a scene and build the application for Android. The canvas is setup with opaque overlay type.Once the application has launched press the single press the power button on the side of the headset to switch off the displays and then press it again to wake the headset up and re-enter the application - waiting for a period of time yield the same result but the problem appears instantly when the headset goes into standby.At this point move the headset around to observe the UI shift from it's intended location. This seems to be mainly affected by translation from the headset, moving away and towards the UI seemed to produce the most intense affect.The other issue we no
开发者您好,我想知道为什么在 Unity 中使用 oculus lipsync 插件时,角色模型的嘴部动画会包含牙齿和舌头的变化。但是当我尝试通过 c++interface 使用 oculus lipsync 进行原生开发时,即使我按照教程成功输出了 15 个音素的权重向量,也只有 15 个音素。当它们与 Avatar 模型结合时,模型只有嘴唇运动,牙齿紧紧闭合。我想知道如何解决这个问题吗?我是否可以使导出的数据和模型在原生开发中的组合效果与 unity 插件中的效果相同?如果有人能回答,我将不胜感激。
I have discovered the controllers are taking ages to connect or don't connect at all because of no inputsourcechange event. I get it sometimes but not all the time. If I put the headset down and controller and enable where the controller vibrates I get connection temporarily. Here is a few testshttps://threejs.org/examples/webgpu_xr_cubes.htmlhttps://threejs.org/examples/webxr_xr_ballshooter.html
Is there any way to pull all of a user’s achievements through API instead of through settings or the profile? I’d love to be able to track my achievements externally instead of just through the headset which is difficult anyways due to the removal of the scoreboards app.
Hi, I'm trying to install meta xr for unreal on my macbook pro with Sequoia osx.I've try all the options and it's impossible...1 - The fork version doesn´t works.. when I try to install the compile is full of errors2 - I f i try to install the plugin manually, it appears in the editor, but when i acivate it, it not appear in the project settings.Any idea please??
Hi all!I'm looking to enable face tracking for a multiplayer game I'm currently developing where each avatar is network instantiated. The current documentation explains how to set it up for local avatars. Is there any documentation available for networked instantiated avatars?
Hello everyone!I'm currently working at integrating the Meta Avatars 2 and the Full Body Tracking (Movement SDK) into my Unity project.Currently I have the avatars integrated with the animation behaviour, that also applies default animations to the legs and I have the body tracking working for a custom avatar. But now I'm wondering what is the best way to combine those two, since I would like to have the IK legs from the body tracking and the scaling capabilities applied to the avatars?Thank you in advance!
I try to build the UE project with MetaXR plugin and MetaXRPlatform plugin, however, although the apk can be built, in the Quest (both Meta Quest 2 and Meta Quest Pro have the same situation) the apk cannot launch, and is not responding.Below are the warning messages shown from the log during the cooking process:LogLinker: Warning: [AssetLog] ...\MetaXR\Content\Materials\PokeAHoleMaterial.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.3\Engine\Plugins\Marketplace\MetaXR\Content\Meshes\LeftTouchForQuest2.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.3\Engine\Plugins\Marketplace\MetaXR\Content\Materials\TouchForQuest2Material.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.LogLinker: Warning
Hi Guys, I’m new in Unity XR development. Currently I want to try Meta Quest development in Unity 6.0, but when I intall the Meta XR SDKs, the Editor would be crashed in ‘Running Backend’.And I tried to download official sample and download different version of Editor to see what will happend, but crashed same as before.LOG:Start importing Packages/com.unity.modules.physics2d/package.ModuleCompilationTrigger using Guid(fe6a6957b37b61417b457a1e0541791d) (DefaultImporter) -> (artifact id: 'a5a6ae7d64235baf32ceb35097cc3c10') in 0.0005773 seconds Refreshing native plugins compatible for Editor in 4.06 ms, found 7 plugins. Native extension for Android target not found Native extension for WindowsStandalone target not found [OVRPlugin][INFO] UnityPluginLoad called ================================================================= Native Crash Reporting ================================================================= Got a UNKNOWN while executing native code. This usually indicates a fata
Can i make my own museum/exibition art and let many people go in that in real time and location.
I just update the Meta Quest Remote Desktop. The version now is 35 something. I am unable to copy/paste the version number.After the installation it changed from English to German for some reason.How or where can I switch it back? Any ideas?Thanks.
I am working on an application that retrieves the eye position of a user by using collision of a surface with the OVRGazeRay. I was able to make it work and could retrieve the data points over the meta link to my computer. At some point I updated my Quest Pro and from then on it stopped working. The Movement SDK tells me that the eye tracking is enabled and working In addition to that the Meta XR project setup tool also tells me that there are no issues in my project. I have enabled eye tracking everywhere it needs to be and I did first send a build of the project to my quest to be able to enable eye tracking for the application in the meta quest pro and have verified that from then on it is enabled in the settings when using the meta link. In addition to the eye tracking using FixedUpdate (I doubled the frequency of the update) I also have an additional C# script taking controls from the controllers and interacting with a TextMeshProUGUI which is not use
I am Unity calls Meta Quest Pro eye tracking function, still cannot enable OVRPlugin. EyeTrackingEnabled (value constant false), even if confirm the eye tracking equipment support. The following is the core code: "void Start()"{if (OVRPlugin.eyeTrackingSupported){if (OVRPlugin.eyeTrackingEnabled){Debug.Log(" Eye tracking enabled "); // Never triggered}else{Debug. LogWarning(" Device supported but not enabled "); // Always triggered}}else{Debug. LogWarning(" Device Not Supported "); // Never triggered}}" Confirm that the device supports eye trackers, the developer mode is enabled, and eye tracking is enabled in the Meta Quest Link Settings.The eye tracker can be calibrated correctly through the built-in calibrationBesides, how to call the calibration program in unity? Because the software I developed has high requirements for eye movement information, I hope that a calibration process can be added for each subject before conducting the experiment
Hi all,can someone post a free sample, template, or better: starter project for visualise hands in a quest 3 with pcvr link please?i ve try many tuto but with new updates (may 2025), nothink work...thanks in advancePS: i use virtual desktop and all last versions of unity and componants
my primary specific number whatsapp messenger account meta ai option not responding without enable beta version from whatsapp web ,whatsapp web meta ai option dispaly in chat bot with llama 3.2, but in android phone its showing as business account of meta ai with phone number of+1(313)555-0002 with same mobile number account,please help me and fix the problem,when i add secondary number account in same device with sampe apps ,meta ai llama showing easily with that number
When I have multiple players in my Lobby, often one of the players will hear their voice coming from another player. I suspect that this is due to the player's mic picking up their speakers, because if they turn down their volume or shut off their mic temporarily, the echoing stops. I was assured by my voice chat library Normcore that this is a function of Meta's echo cancellation. Has anyone been having this issue recently or knows how to fix it?
I work with students who are deaf or hard of hearing. As immersive technologies like Meta Quest become increasingly common in educational settings, ensuring accessibility for students with sensory disabilities has become a critical challenge. In our classrooms, we are actively exploring the use of VR as a learning environment, but we have encountered a significant barrier: the inability to display real-time subtitles (closed captions) across VR applications for deaf students. To address this, we propose a system that integrates with AmiVoice, a speech-to-text API widely used in Japan, to generate real-time captions. The challenge lies in rendering these captions as a persistent, head-locked overlay that stays visible regardless of which VR application is currently running. This would require access to system-level overlay capabilities, or the use of special APIs not currently available in the public Meta SDK. We respectfully request:- Guidance on how to pursue offic
Hi EveryoneI have a meta quest project so i need to read data from esp32 and then do something based on outputI'm using unity 6 and Meta XR AIO SDKSo could u help me so i can do it in standalone mode of Quest (not pcvr)(If u could give me sample codes too i will be so grateful )BTW I'm a newbie in unity Thanks in advance
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