Developer Forum [Archived]
Recently active
HiI developed a game in 2022 using Unity 2021.3.11f1 and the oculus SDK.I recently started to continue work and wanted to update everything to the latest versions so I'm now working with Unity 2022.3.35f1 and the new Meta XR SDK (the all in one package version 66.0.0).I have managed to fix all gameplay aspects to use the new prefabs and such from the new SDK. However, I have some post processing effects in the game that only work when playing in the editor (Using Meta Quest Link). As soon as I build an apk and play in standalone, the effects get all messed up.Here is how it looks in the editor (how it is supposed to look):View when playing in the editor. Grain and green tint PPEffects work as expected. And here is how it looks when playing standalone (Quest 2):Messed up PPEffects I have played with different rendering settings but had no success so far, and to be honest I don't have a deep enough understanding of rendering pipelines and shaders to even have a clue as to what
The screen is not black, the brightness is just very low and the post process changes do nothing- Im using the 5.5 oculus fork- Android preview looks normal- Changing color settings like saturation, gamma, LUT or gain doesn't do anything after packaging- It goes darker even if I don't change any post process settings- Auto exposure is off- When using r.Mobile.TonemapSubpass 0 everything looks the same as the android preview- Mobile HDR is OFF- Mobile multi-view is ON- Forward shading is ON
I'm having trouble exporting videos and photos from my PC to my quest 3. On the first day i plugged it in to my computers C port. and i saw it on file explorer. But when i did it again the next day it didn't show up at all. Ive been trying other methods but it still doesn't work.
I'm considering using Audio To Expression for NPCs. However, I can't find documentation on fundamental aspects, such as how to pass an Audio Source to OVR Face Expression.First of all, is OVR Face Expression something that can be used independently from an HMD?If that's possible, could you provide an overview of how to set up OVR Face Expression for NPCs instead of the player's avatar, as well as relevant documentation?
Hi,I'm currently working on a project using the Meta Spatial SDK, and I have a couple of questions that I need help with.1) Detecting User Interaction to Show a Panel:In my project, I have a 360° video player panel, built with Jetpack Compose, that disappears after 7 seconds of inactivity. I want it to become visible again whenever there is any user interaction (such as any left or right controller input, pinching with hand tracking). Additionally, I’d like the panel to follow the user’s view (camera orientation) during video playback, so that it always stays in the user's line of sight while watching the 360° video.Here’s my current implementation:fun ExoPlayerControlPanel(viewModel: ExoPlayerViewModel) { var isPanelVisible = remember { mutableStateOf(true) } var lastInteractionTime = remember { mutableLongStateOf(System.currentTimeMillis()) } var volume = remember { mutableFloatStateOf(1.0f) } // Hide the panel after 7 seconds of inactivity LaunchedEffect(is
It looks like there's an issue with finger displacement (twisting) when using hand grabs with Interaction SDK 72.0.0. I tested several samples, and the ring finger consistently appears broken.Has anyone encountered this issue, and is there a known fix?
So I was just going to play Gorilla Tag but the headset was all ready on but it was off and charging so I turned it off and back on it went on the loading screen and came back to a black screen I don't know why is it doing this it's my first time seeing this I think it has me to turn it off when it sayed 1 minute for vr after that you won't be able to play yesterday or it's just a glitch
Hi all. I'm new to VR game development for Meta Quest 3. With your permission, I'd like to get answers to a couple questions.1) Task: Meta quest 3: GPS navigation in real time and getting coordinates when the player is outside from room. Gaining access to geolocation data - work correctly. But, in the game geolocation status: Initalization.... And it doesn't change. Is it something I do wrong or this function is not available through Unity in Oculus library? I need to get real-time GPS coordinates... 2)Task: For example, a player walks down the street in a helmet, need to get distance data to all surfaces in real time that are near the player to place 3D objects(At least the floor). That it is not necessary to constantly update the space. Is it possible to do this in Unity? In my case, a message keeps popping up requiring me to refresh the space.Thank you very much.
My meta link offers update 72->74. I installed it.Link is working, BUT when i press VR-Preview in UE (Wifi/Cable not important), my UE scene appears in glasses after ~15 seconds delay. For example on Meta quest link 72 it takes 2-3 sec.I download MQL-installer, and click "repair" installation. After that MQL installs automatically v72 of MQL. And everything is ok (Delay 2-3 sec)(Firmware of Quest 3 is v72, maybe this is the problem? Version mismatch.)
Hi, I would like to ask how to solve the problem, because I am troubled by this.I want to use android permission to obtain room data, but the output log returns this, making it inoperable.LogMR: Error: ovrp_InitializeMixedReality() failedNothing like this before......
Get rid of the completely obnoxious steps where I need to do an additional sign-in on either the browser or mobile phone app just to complete purchase of a game!I'm already on the dang Quest 3 and signed into all my account crap there, so why can't it just work like it used to, where I'd go to buy the game, enter my security code [or whatever it's called] at checkout, and done?You guys at Meta keep making everything so convoluted and abstruse, and it's starting to just ruin the **bleep** experience.Why do I have to use that utterly crap Meta mobile app for stuff constantly, which is also a totally convoluted mess, by the way. I'm on my Quest 3--I don't want anything to do with a **bleep** mobile phone or have to come out of the headset to get basic stuff done at that point!That mobile phone app should NEVER be a NECESSARY part of setting up or using my **bleep** Quest 3!
I've recently updated the Oculus Quest 2 to the v74 system software, and after doing so, my published application keeps crashing after a while. This has never happened before. I have tried updating the meta core and platform sdk to v.72 and the avatar sdk to v35 but the issues still remain. Can anyone help me?Thanks in advance
Hello. I was in charge of modifying the Oculus project from 5 years ago. It is a project that uses NGUI and OVRig (an asset that is scheduled to be released).Since there is not enough time to upgrade to XR, I want to build it as it was before. Unity is version 2019.4.24f1. Currently, I can connect to Link or move scenes well in the Editor,but when I install the apk file on Oculus and proceed, the "SceneManager.LoadScene" function does not work. All projects are the same. There are no duplicate names in the SceneManager class, it does not work even when loaded with the Scene index, I did not omit the Scene in the Build, and the Scene Name is not wrong. I have been stuck in the current state for a week. Finally, I am posting on the forum to ask for help. Please help me.. It's a life crisis.. Save me.
Hi,So I'm trying to open up Meta > Tools > Meta Account Setup Guide but no panel showing. but yesterday when I did the same thing, a panel popped out, but this time the Meta Account Setup Guide is not showing...I've tried re-installing Meta XR AIO SDK, Restarting my PC, and changing the version from 2022.3.12f1 to 2022.3.32f1and now I'm using Unity 2022.3.32f1, and the entire project with the same version of Unity Editor has the same problem...is there any way to fix this? Regards,Abdulist
Hi! I've developed a VR application for Meta Quest in Unreal Engine 5.1.1. It was working fine. Then, after the Meta Quest update v74, the application started opening in windowed mode. The Project Settings are configured to "Start in VR" and "Package for Meta Quest devices". Any ideas on what can I do to make it work again?
After the automatic update to version 74, my game no longer launches in VR mode as expected. Instead, it runs in windowed mode and closes after a few seconds, despite all configurations being set up correctly.Everything was working perfectly before the update.I am using Unreal Engine 5.2 on macOS Sonoma, with Developer Hub updated.Has anyone found a solution to this issue? Please advise.
I'm working with a SceneTexture instance passed to a shader for rendering in this fashion: val videoTexture = SceneTexture(Color.valueOf(0f, 0f, 1f, 1f)) videoMaterial = SceneMaterial.custom("myShader", arrayOf( SceneMaterialAttribute("videoTexture", SceneMaterialDataType.Texture2D) )).apply { setTexture("videoTexture", videoTexture) }Is there any way to update the videoTexture without creating a new SceneTexture instance? I've tried the following:frame?.copyPixelsToBuffer(copyBuffer!!) videoTexture.update(copyBuffer!!, frame!!.width, frame.height, 4) videoMaterial!!.setTexture("videoTexture", videoTexture)where frame is a Bitmap with a per pixel byte count of 4 (format ARGB_8888). It results in no visible changes to the texture, even if copyBuffer is empty. It's hard to tell if this is the correct usage or if this update function even does anything at all considering the the lack of information on the official documentation. I've also tried looking through&n
I am facing this issue where I have a scrollable list that works completely fine in the example scene but does not work in another scene. I am using the same camera rig and interaction in both scenes. What do you think the issue is?
I would like to build a feature that would let you use your vr headset in "partial" pass thru. In other words, I would like the option to be able to see my real feet and a little of the surrounding area when in vr. The app Fluid has this feature where you can toggle pass thru, vr or a partial pass thru and see your feet. It is similar to some that let you see your real keyboard in vr. Anyone have any thoughts of this?
I am trying to move an object along it's normal axis when grabbed. I have tried using OneGrabTranslate Transformer however it moves the object only in world axis. Is there a way to design a custom OneGrabTranslate transformer such that it moves the object along the desired local axis with min/max constraints?
Hello! My organization creates a VR product where you access the experiences by connected to a hotspot from the server where the data lives. This hotspot doesn't have access to the internet, only to the files required to access our experiences. When saving the SSID, I get "Saved / Won't automatically connect". Is this due to that SSID not having direct internet access? The automatic connecting does work when using my office wifi.Any advice would be great!
I'm developing a virtual reality interface (UI) for Meta Quest using OVRCameraRigInteraction and OVR Canvas Mesh Renderer in OVR/Overlay mode to render my curved UI canvas with high-quality visuals. However, because OVR/Overlay mode renders on top of everything else, the laser pointer and controller hands appear behind the UI, making interactions difficult. I want the laser pointer, hands, and controller images to render on top of the UI overlay, maintaining the high rendering quality of OVROverlay. How do I do this? I've searched several forums and tried to implement solutions, but none have worked for me.
Hello maybe someone is able to give me some insight on why our game crashed on startup ?here's the log : For information the same build crashed only on Quest Pro devices and is able to run normally on Quest 3 devices.The app is developed with Unity 6000.0.36f1, we are using the Oculus XR Plugin 4.5.0 , Meta XR Core SDK 71.0.0 and All other Interaction, Platform, MR Utility packages on the same API version.We also uses Photon Fusion for multiplayer. The application uses EyeTracking and FaceExpression if the device is a the quest pro. The call to GetGraphicsAdapterId seem to be a low level Vulkan call and related to Graphics pipeline initialisation and not a HighLevel Feature usage or initialization (I know nothing in fact just trying to build meaning).Cheers !
I am encountering a NullPointerException in the Meta Voice SDK while attempting to activate AppVoiceExperience in my Unity project. The error occurs when the SDK tries to access Android's Looper.mQueue during initialization. I am on Mac.I am developing for the Meat Quest 3. I have the Latest version of the Meta Voice SDK installed (v71) as well as the latest version of the Meta Core SDK. I do NOT have the Meta All in One SDK installed. I've set up all the Wit voice configuration files as well.appVoiceExperience.Activate();This code is causing the error. When I run it in game mode. I dont get an errorHere is the exact error:2024-12-07 15:02:31.125 14100 14148 Error Unity AndroidJavaException: java.lang.NullPointerException: Attempt to read from field 'android.os.MessageQueue android.os.Looper.mQueue' on a null object reference2024-12-07 15:02:31.125 14100 14148 Error Unity java.lang.NullPointerException: Attempt to read from field 'android.os.MessageQu
Spatial SDK has a TrackedBody component. That sugeests that there should be a way to access the body tracking info (e.g. the joints). The functionality itself works great in the native example I've tried.I haven't found any examples though with Spatial SDK and all my tries with TrackedBody were unsuccessful. I've tried something similar to AvatarBody, but to na avail.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.