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I'm using v74 of the Meta XR All-in-One SDK and I want to support both hands and controllers in an app. Problem is that I've been using Poke Interaction for navigation buttons and they only work with hands and I can't get the poke buttons to work with controllers.Am I missing something here?I can see the controllers in the app, but they don't interact. I tried adding a Poke Interactor to the controllers (under "ControllerInteractors") but haven't had any luck getting this working. In the camera rig building block, I have Controller Driven Hand Poses type set to Conforming to Controller, but none of the settings in the dropdown seem to make any difference.I really expected the poke buttons to work for both. Anyone got any ideas how to accomplish this?Is it even *supposed* to work with both?Thanks for your help,Jeff.
I added new tools to https://github.com/RiverExplorer/UnityWithMetaThe KeyStore manager. In order to add an application to the Meta App Store you need to digitally sign the application. This video shows you one way to do that.The KeyStoreAsset code in the GitHub repository automatically loads the key and password into the project each time. You do have to set it up the first time for each project.I made a YouTube video for a class I teach: Creating a keystore for Unity and other publishing stores. https://github.com/RiverExplorer/UnityWithMetaAnd second video shows you how to use it: Unity - Key Store Asset - Usage Have fun!
I tried to release this to the Unity Asset store. But they said it was too small.BumpBuildVersion updates the version number each time you build.And on Android (Oculus) it increments the Bundle Version Code needed to push the the Meta App store.I plan on expanding this repository and adding more tools.
Hi, we're using Required Asset Files to store our Unity Addressables data, and it works correctly from a clean install, but after updating to the next version our files don't seem to have been updated correctly. The bundles do not load the new content, but instead only the old content.We have ensured that the file names are the same from one build to the next.Here's the documentation we followed:https://developers.meta.com/horizon/documentation/unity/ps-assets#required-asset-filesI've also posted in the Unity discussion topic about using expansion files and addressables with a bit more information: https://discussions.unity.com/t/combining-addressable-with-oculus-expansion-files/756000/25
HI Guys,How can i get the Transforms or Size of the Walls, Imean just the Ancholr Walls which are spawned in . I need to know for example how wide a Wall is.
Customr.Shopee
Hi, has anyone had an error come up when trying to create a Quest or Achievements in there world were it won't load then puts a message which when clicked stops you looking at the other editing tabs?
I have a hands-only controlled game where users sometimes glance at their palm, triggering a recenter. I know the proper gesture is to hold a pinch while looking at your palm, but for whatever reason, glancing seems to sometimes trigger it. I've tried disabling the "Allow Recenter" option in OVRManager with no luck. Any advice?
We're seeing when we attempt make a valid IAP purchase, the IAP_LaunchCheckoutFlow is taking the user to the Meta Store, not Purchase Confirmation dialog. Usually after 60 seconds (when we flag the message as timed-out) you can make the request again and it works the second time. I can think of any scenario where this would be a desirable outcome.I have tried with both the v74 PlatformSDK Plugin in Unreal Engine and the v74 Oculus Platform SDK in Unreal Engine across two projects.
Hello,I am new to Unreal and I have Engine 5.5.4 and a brand new Meta Quest 3S Headset which I've Air Linked to my PC. Everything seems to be set but the VR Preview option is grayed out. Is there a Plugin I need to download? I do have OpenXR enabled but that doesn't seem to help. Any suggestions would be appreciated!
I am using the Networked Avatar from Meta Building Blocks and have encountered an issue where the TouchHand functionality does not synchronize properly with the OvrAvatarEntity hand.When I grasp an object, the TouchHand changes its grabbing pose based on the appearance of the object, while the character's hand follows my real-world hand gestures exactly.Could you please advise me on how to achieve synchronization and consistency between the two hands?If you could answer my question, I would be very grateful.
hi,i'm trying to connect my Meta quest 3 visor to my pc via the MetaQuestLink app... however, both via cable and via wifii it doesn't work, because the "Set Meta Quest Link as OpenXr runtime" option doesn't activate. Could it have something to do with the 24H2 version of windows? because i have a pc with 23H2 and it works. thanks
Hi All,I'm using v74 of the MRUK for my unity project. I'm on a Quest 3 and have a scan of my room. the basic sample scene loads fine out of the box. I have a script I made that I feed a mesh and it applies materials to triangles based on their normal directions. I want to apply that to the mesh of my room using MRUK but I can't find any documentation on how to access that mesh data. Is it possible to do? I have been looking for documentation for the MRUK functions but every link I find leads me to this page which seems like a sales page.
After an auto-update, the headset no longer prompts for USB debugging permission for my computer to perform ADB commands. On my computer, the `adb devices` would list the device as "unauthorized".Things I have tried:- Change Cable and Port- Restart Oculus / PC- Re-enable "custom settings" and "MTP Notification"- On computer: Delete ADB key: ~/.android/- On computer: Kill and restart ADB server
Why is the world can’t I choose who my child can be friends with on VR?? Kids want to be social and as a parent, I should just be able to control their contacts. This is absurd. I should have never made their profile for children. Also, one of our accounts is totally locked because we can’t get into Facebook. It’s so insane. Now I have like 7 Meta accounts because I’m just trying to get one to work properly. Please do better.
So Im just curious if anyone has found a solution to the audio delay when streaming and you wanna capture gameplay of quest 3 games. Here lately ive had to use the normal casting feature to webpage and noticed the audio delay/dsync is not as bad. (Vail Vr) I prefer using Dev Hub just because it looks really good. But the Delay i was getting is pretty awful. Why is this even a issue nowadays? I was really hoping when i got a Quest 3 this issue would be solved. But its still the same aggravating BS. At one point Casting Audio wasn't even working til the recent update that fixed it. But in Dev Hub Casting Still no Mic Audio. Which isn't a problem for me because i use another mic. I know if you stream Quest 3 games. You have been through these issues.. Just looking for solutions.
... I want to use them to explore worlds I have created in Unreal Engine. Any guidance would be appreciated. Are there any videos on this? If I have a model open in Unreal on my Computer can I walk through it with my Headset using Bluetooth?
Hello, My project is always crashing when i try to go in VR preview with meta quest 3 on Unreal Engine 5.3.2. I'm not finding any solution. I've the Meta Xr plugin v60. and everything is working on standalone mode. I have the following crash error : LoginId:7aff4d3b4ef36ecf64572da899087c86EpicAccountId:a47bb68446ad4d48accb8cb922b13925 Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00007ffa463b4d80 D3D12CoreViveOpenXRHandTrackingOVRPluginOVRPluginOVRPluginOVRPluginOVRPluginUnrealEditor_OculusXRInputUnrealEditor_ApplicationCoreUnrealEditor_SlateUnrealEditorUnrealEditorUnrealEditorUnrealEditorUnrealEditorUnrealEditorkernel32ntdll Is anyone experiencing same bug ?
Hello.I would like to know if there will be a bluetooth connection made for phone calls in the future of Meta Ray-Ban Glasses upgrades for handsfree phone calls whilst driving, does anyone maybe know that Info?Will there be a Installing option on getting new Apps via Meta/Google Play Store?Thanks in advance for your time!With best regards.
Hi!My VR experience blinks, like goes to black randomly for the fraction of a second, like a blink from the eye. I mean... it is a cool effect, but I would like to avoid it.Any tips??My headset works great with other apps, and when I was developing with Unreal engine, never had this issue.I have gone through all possible settings, tests and optimizations in order to figure it out.Meta sdk 72, Unity 6Thanks in advance
I was able to build and deploy (Quest 2) hello_xr from https://github.com/KhronosGroup/OpenXR-SDK-Source using the instructions from https://developer.oculus.com/documentation/native/android/mobile-build-run-hello-xr-app/ . However, whenever I load the hello_xr project in Android Studio and open one of the cpp source files such as graphicsplugin_opengles.cpp, I get the following warning "This file does not belong to any project target; code insight features might not work properly".Any ideas on how I can get the code insight features to work?
Please can you add the ability to cast from a child account? This would be really helpful for families to enjoy playing together and for parents to monitor children more safely.
Hi,with the 5.3.2 Meta fork, running standalone, I get these dither like grid patterns inside the banding from a masked material using alpha to coverage with 4xMSAA.Is this working like it's supposed to? I knew about the banding, but the grid didn't show up during my in editor testing.
The OVRControllerVisual says it is deprecated. Tells you to use ControllerVisuals.At GameObject OVRControllerVisual. This prefab has been depecated. Consider using using the replacement provided or unpack the prefab before upgrading to a new version in order to avoid losing information.UnityEngine.Debug:LogWarning (object,UnityEngine.Object)Oculus.Interaction.DeprecatedPrefab:Start () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@74.0.2/Runtime/Scripts/Utils/DeprecatedPrefab.cs:51)How? They have completely different inspector looks. No clue.I searched, can not find any documentation on what a ControllerVisual is, does, how to use one, or how to move from an OVRControllerVisual to a ControllerVisual.So, I backed down to an older version where things worked.
Hi Guys, so i enabled FFR in my XR Game, i packaged it as Development if its matters. I use fixed Level 2 FFR , and i get better Perforance but in the Field where FFR steps in around the sight Things get Frozen and its Glitching. Its liek it wont Update the Area around the Eyes. (ITS ONLY IN THE LEFT EYE) What could it be?not my video!but its exactly this: https://www.youtube.com/shorts/YW5HlTvlfVUin Short; the fovea works fine but outside of it it’s glitching, like showing static objects of the Level and are not updating, left eye only.UE 5.5latest metaXr Plugin
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