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Anyone got any custom shaders working for the full body meta avatars? Even if I just copy the text from the default shader and paste it into a new shader to make changes to, I get errors that AvatarCystomTypes.cginc, OvrAvatarSupportDefines, OvrAvatarVertexFetch and OvrAvatarCommonVertexParams cannot be found.I think it is because the Oculus plugin is a package now, whereas it used to be in the assets folder. With the old version I used an altered version of the avatar shader to get the vertex shader animation they do with an unlit appearance.Anyone know if there is still a way to do this?
Goal: I’m working with a Quest 3 headset and controllers to develop a VR app that tracks: virtual hand (meta sdk hand tracking) on one side and the MXInk on the other side. Problem: When I open the "SimultaneousHandsAndControllers.unity" sample scene in Unity 2021.3.45f, the sample works fine, I see one one side the controller and the virtual hand on the other side. However, as soon as I power on the MXInk controller, the virtual hands disappear, and only the MXInk controller is tracked.I’ve spent the last two weeks experimenting with different controller settings, but I haven’t been able to get it to work. Has anyone experienced this issue or found a solution? Any guidance would be greatly appreciated! Thanks!
My wife is fully disabled (ALS amyotrophic lateral sclerosis) so she can't contro; anything with her hands, but I would like to use metaquest2 for her to do some "virtual" tourism ( I am using "wander" application). So I need to see whta she see, and also to control the movement that normally I do with the hand controller, but she is wearing the helmet and can look around. Is it possible?
Hi,I am using the Unity Movement SDK to controle an Avatar in my unit scene.I want the player to sit in front of a table in real life and place his hands on it. In VR, the hands should also be on a table.I can roughly adjust it so that the hands are on the table. The only problem is that there are always small inaccuracies when tracking and the AVatar's hands keep disappearing into the table.Is there a way to prevent the hands from sliding through the table and always lying on it?
I'm rotating an object using Hand Grab Interactable in Meta SDK, that I have constrained between -45 and 45 on the z rotation axis via Grab Free Transformer component. When I'm rotating into a positive z value, everything works as expected, and it gradually progresses from 0 to 45. Along the negative z axis, however, the moment the z-rotation it is less than 0, it instantly jumps to -45 degrees. Does anyone know what is going on, or how to achieve the desired behavior? It feels like when using Grabbables it supersedes some Unity stuff and typical fixes won't work. Thanks
Hi ,I am new in PCVR development. My development system is on offline environment I don't have internet on my development system. I have installed Meta Quest link app using some offoculus GitHub project which allow me to connect my quest 3 to link app in offline system. Now the problem I am facing is to enable developer runtime features in Setting->Beta->Enable Developer Runtime i have tried it to on but unable to. Please help me in this regard I need passthrough over Meta Quest link in offline environment.Regards
Hello, I have a problem with my link When I try to connect to my PC, I get the error message "serious error" and I can't press anything anymore
Hello! We are a company that develops interactive experiences. A week ago, we worked on a project for the Quest 3 where we needed to cast wirelessly to a TV.We tested casting to a PC (with the PC connected to the TV), and it worked perfectly. We set up a router to create a local network for optimal performance. However, when disconnecting from the internet, we were unable to cast to the PC, even though both devices were connected to the local network. After researching, I found that Meta requires an internet connection for authentication in order to enable casting.Is there any way to bypass this requirement? For the event, we had to connect the Quest to the PC via cable, but for future events, this is not ideal due to safety concerns, as people could trip over the cable.Greetings
I wanted to ask about the possibilities of creating merch for the metaverse. How can I go about creating merch and products for the metaverse? Where will I sell it? Is it that I can only sell in a world that I create?
I am using the last meta avatars sdk (v. 35) and I've added the logic to integrate the meta avatar editor inside a VR application following those rules: https://developers.meta.com/horizon/documentation/unity/meta-avatars-editor-integration .Although in the linked page the code sample is totally different compared to the actual code in the OpenAvatarEditor.cs, I succeed in integrating the avatar editor, but the editor panel showing up is still the previous avatar editor version (v. 24).Have anyone had the same issue? Thanks for any help!
Hi, I have downloaded the MetaXR plugin from this link https://developer.oculus.com/downloads/package/unreal-engine-5-integration/46.0/ and added it to a fresh unreal engine 5.0.3 project. I have then created a very basic pawn with a camera in it, two motion controllers and two oculus xr hand components. I have set up everything exactly the same way that I would do with 4.26/4.27 when using the OculusVR plugin and the oculus hand component. When I test in the editor with the VR preview I cannot see my hands. The OculusVR plugin and the oculus hand component allowed to easily test in the editor and did not require to launch on the device. Is this not possible anymore with the MetaXR plugin? Am I missing something obvious or any required extra steps? Thanks in advance,Simone
I am working on my Virtual Reality simulation, but my idea is to use hand tracking instead of joysticks, as I am focusing on hand interaction. However, the virtual environment is slightly bigger than the room where the simulation takes place. Therefore, I need a locomotion system, and in my view, swinging arms to move should fit quite well.I have written this script and attached it to the Camera Rig (see below). Right now, when I move my hands using the mouse in the Scene view, I can see that the script recognizes the movements. However, when I test it by actually swinging my hands, there is no impact.Additionally, I have noticed a weird issue: the reference to the hands keeps getting lost. To make it work, I had to continuously call a method in the Update() function to update the reference. I assume this issue might be related to the problem.What could I do to solve this and properly implement hand-swing locomotion?using UnityEngine;using System;using Oculus.Interaction.Inpu
My MQ3 was gathering dust until I found the editor a few weeks ago. Then I moved onto the desktop editor.Right now I'm working on a replica of a high school. I found the blueprints, and with cleanup(of said blueprints) I'm creating walls, rooms, floors, the whole thing. Here's what I have so far. Kind of lonely with me being the only visitor: https://hz.me/w/543831422153744?hwsh=egf8SwqNQg
So in the web interface, I uploaded a few images, to use as bitmap textures(a few banners, nothing big or special). However, when I'm editing the world, I'm not able to place said "asset" anywhere. The "place asset" menu item is always grayed out. Thumbnails never render, showing the "blue cube" icon. Any way to fix this? I would like to apply a few pictures to my world to give it a bit more realism.
Hi,I will be happy to know if anyone succeeded to connect disk on key to meta quest 3? How to do it?the purpose is to load files from my disk on key and upload files to the disk on key. Thanksomer.
Hi,I have an issue after updating Meta Avatars from v24 to v33. Before the update, avatars were working both in the build and in the editor. Right now, after the update, avatars in the editor with connected Quest are working (tracking is ok, and no exceptions in the console). But in the build, I get new avatars (whole body - with legs), but it is standing in T-pose and not responding (tracking not working for avatar).I have been working on it for two days and tried to change all possible settings options, but nothing has changed. So I tried to build just MirrorScene from samples (Meta Avatars SDK - 33.0.0. - Sample Scenes) from my project and the result was the same - avatar in t-pose and no tracking.I am attaching logcat errors getting while running app with MirrorScene. There are some weird errors: - JsonParser problems with invalid types from [ovrAvatar2 native] - PackageManager problems with "Package quest.side.vr unavailable"Can someone help me?Log to down
I'm trying to setup a Tracked Keyboard with a Virtual Keyboard as a backup if no tracked keyboard is connected via bluetooth. I don't care if the physical keyboard is actually tracked, only if it is connected via bluetooth or not. How do I figure out if a tracked keyboard is connected in code? As a workaround I'm usingKeyboard.current.description.ToString() but this will only work with my specific keyboard model. I'm using Unity with SDK V72.0.
Hi,We are building a game for Quest 2/3 and we hit some hiccups with anti-aliasing destroying GPU utilization. In Quest 3, without GPU Utilization, our game runs around 50-60% GPU Utilization usually. However, with the 'Use Recommended MSAA' setting on OVRManager, where 4x anti-aliasing is enabled, the GPU utilization jumps to 99% leading to FPS drops.So we did an experimentation, where we just placed an empty scene with just OVRCamera object, and experimented with diff anti-aliasing options and its effect on the GPU, with these results:Anti-Aliasing option vs GPU Utilization4x ~ 50%2x ~ 33%None ~ 18%So my question is, the oculus developer docs are mentioning the cost of 4x MSAA is low and that we should turn it on, but how come its consuming 50% of the GPU in an empty scene? I'm wondering if theirs something fundamentally wrong with how we set up the project, or if this is expected behavior. Maybe I'm totally missing something obvious. Thanks!
I use the Meta XR Project Setup tool to fix recommendations. But when I close my project and open it again some of them are un-fixed again. Especially annoying is the SSAO use because that causes a ghost image to appear in the headset.This is for All in one SDK 71.0.0 in Unity 2022.3.20f1Anyone seen this as well? Is there a fix for it, otherwise I'll file a bug report.Thanks!
I use adb screenrecord to take screen captures. It worked fine up until HorizonOS v72, but after upgrading to v74, the aspect ratio of the captured image is lost when capturing at a specified size. Example:>adb shell screenrecord --verbose --size 480x640 /sdcard/demo.mp4>adb pull /sdcard/demo.mp4Capture of V74I'm now in big trouble because up until v72 the aspect ratio was maintained when outputting.Traditional CaptureWhat could be the cause?
Can put the world and scripts back to the old version. I am no longer able to modify them, that it is super slow and when we modify them they disappear as if we had deleted them !
BLUF: I would recommed as part of the parent supervision feature I should be able to cast using the app just like I can do for my own account. Someties I just want to see what he is playing, same as if he is playing a game on the TV. Discussion:I set up a meta account to supervise my sons, with no issues. I tried to pair his headset to his account on th emobile app, it will not work, he puts in the code and then he gets an error to say the pairing didn't work. It will pair with my account without issue and I can cast to my phone or TV. I contactedthe help chat and was informed only the primary account can pair.
We'd like to have a companion mobile / webgl build for our application. The meta sdk is making this impossible to do with the same unity project.In unity 6 with v69 of meta sdkWhen switching to webgl we get this error: Library/PackageCache/com.meta.xr.sdk.voice/Lib/Wit.ai/Scripts/Runtime/WitRequest.cs(376,17): error CS0103: The name '_log' does not exist in the current contextLooking at the code, it appears that this _log does indeed not exists. Because this is now in packages, we cannot simply comment out this line.I am starting a 2nd project but this is just a minor programming mistake that should be addressed to allow others to not have to make a 2nd project for this type of functionality.
Hello, when I use the Meta Haptic SDK on Android, I have no problem. But when I want to build for a macOS player and use it with meta XR simulator, I get the following error: “Error: This platform is not supported for haptics.” The disadvantage is that the player is then blocked and I can't use the Meta XR simulator. Ideally, a warning would occur but not an error. Can you suggest a workaround that would allow me to keep haptics on my metaquest 3 and disable it in the simulator? It would be great if the SDK also supported the MacOS platform now that the simulator works on it.
Hi everyone, I am very new to all this and not even sure creating this in the correct place but have a simple question, at least I am hoping it will bea simple answer. I was following the your first world tutorial but my rifle's blue box (assuming collision or something) got too big for unknown reasons to me so tried to figure out how to edit that but couldn't so wanted to use here to say hi and see if I can get a quick answer from the more knowledgable users. Also, is there a way to lock the hierarchy window to not expand the whole object if I select some child on the scene. Thanks
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