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Hi everyone,I’m developing a mixed-reality application in Unity 6 that demands highly precise tracking. The goal is to position virtual objects at specific world locations and have them remain fixed reliably. My current approach involves:Creating three spatial anchors.Calculating the middle point between these anchors.Instantiating a small cube at that midpoint, with all virtual objects positioned relative to this cube.Despite several months of testing, I’ve noticed a drift of a few centimeters, particularly when moving further away from the anchors and then returning. I’m looking for suggestions on how to address this issue. Specifically:Are there alternative approaches with spatial anchors that could reduce this drift?Is there any proven method to recalibrate or smooth out the drift over time?Or, does anyone know of a supported physical tracker that could provide reliable positional data to enhance precision in this setup?I have tried to find some insights, particularly with an exter
Hello, I am trying to get float values from quest3 left/right trigger button.The code I am using is this: float triggerValue = OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, controllerType);I am able to get float values but it won't be increased to value large than 0 until the button is "half press".Then the value suddenly increase to 1 if I keep pressing it. So it's definitely not linear...I wonder if it's possible to change this analog mapping and make it linear?Best
Hi.There is a problem with downloading expansion files. We have received reports from users that DLC downloads that were working fine until now have started failing a few days ago.We have not made any changes to the application since it was working fine.The only thing I can think of is that we updated the OS of the Meta Quest itself. Details of the problem are as follows. There are two bundles to download. They are registered as expansion files in the build on the Meta Quest Dashboard.Users will be able to download these files after purchasing the DLC.The application uses the Oculus.Platform.AssetFile.DownloadById function to download the expansion files one by one.At this time, the first one can be downloaded and installed without any problems, but the second one does not complete download.Strangely, when I check the storage on SideQuest, both files are downloaded! This seems to be derived from a problem that the download failed midway or the installation failed. I
If someone wants this not to be activated when they restart their computer, here is the registry entry AswDisabledCheers
I use Meta XR All-in-One SDK. I want to achieve that even if the real world hand moves, the virtual world hand still cannot pass through the gameobject we created. We can use the hand to touch the surface of gameobject, but cannot pass through gameobject. I try to set up virtual hand with colliders use CapsuleCollider and Rigidbody. And attach to "XRHand_IndexProximal", "XRHand_IndexIntermediate", "XRHand_IndexDistal", "XRHand_LittleProximal", "XRHand_LittleIntermediate", "XRHand_LittleDistal", "XRHand_MiddleProximal", "XRHand_MiddleIntermediate", "XRHand_MiddleDistal", "XRHand_RingProximal", "XRHand_RingIntermediate", "XRHand_RingDistal", "XRHand_ThumbProximal", "XRHand_ThumbDistal", "XRHand_Palm".Even if I set up the collider, the hand will not stop moving just because of the collider. I have tried it so far, and I can only use collider to push objects, but I can't make the object and hand not move when the hand pushes the object.
Hi,I want to snap an object that I've grabbed towards a fixed socket, as the user moves it over the slot.The object shall be still in grabbed state, and the controller hands should follow the snapped object.Is there a way to do this with the Interaction SDK. I didn't find a sample.regards,Alex
I was following along with this tutorial for adding a curved UI in a Quest 3 application: https://developers.meta.com/horizon/documentation/unity/unity-isdk-create-ui but I'm unsure where and how to add a callback that runs when one of the individual buttons in the UI canvas is pressed. It's not as obvious in this case as it is with say the Keypad from the PokeExamples sample scene. I have another GameObject with a function I want to run as a callback, with the behavior changing depending on which of the individual buttons is pressed
Hi, May i know is there any way for me to hide the Meta Avatar Leg and Hand from Photon Fusion Multiplayer? So that the Meta Avatar when loaded, it only appear their upper body, and without their leg, so that others player will only able to view the local player upper body only. Thanks for help.
Hi Everyone,I'm currently developing an AR game for the Meta Quest 3, and I’m encountering a rendering issue when using PC VR with passthrough. The problem seems to be related to the passthrough feature because my virtual hands are displayed correctly.When I build for Android, everything works fine, but when I build for PC or run the game in the Unity Editor, I experience this rendering issue. I’ve tested three different versions of Unity and multiple versions of the all-in-one Meta SDK, but the issue persists.I also tested the project on another computer with an RTX 4070, and it worked perfectly in both the build and the editor. Based on this, I assume the problem is related to the graphics card on my main computer, which has a 7900 XT.Has anyone else experienced this rendering issue or have any tips to help resolve it? Thanks in advance for your help!
Hi, since i updated Meta SDK to 71.0.0, Simulator remembers camera position but not hands?Looks like this is new, camera position is remembered between executions, but hands appears at starting point of camera rig location in the edit time.Weird... not happens in SDK 69
Hi all. Beginning worldbuilder here; weird thing happening. I'm trying to pick up and move objects while building my first world. Every time I do, the terrain underneath comes along with them! (I can place objects like a cube, sphere etc. but can't pick them back up without moving the terrain too.)Snapping is off, so wondering what I'm doing wrong?
We are doing a ton of A/B testing and I really need a dependable tool to measure GPU app times. Sometimes Metrics recording generates a CSV file with data, but most of the time nothing. I can't determine why it successful sometimes. Help!
I've been trying to set up new meta avatars for a multiplayer application using the latest version available (Meta Avatars SDK 31.0.0) using the "Auto Marchmaking" and "Networked Avatar" buildingblocks using Photon Fusion but when I try it, no avatar is loaded. "Networked Avatar" has two objects, AvatarSDK and LipSyncInput, but in AvatarSDK where the "EntityInputManager" script should appear, the script is not recognized, something similar happens with LipSyncInput where the "LipSyncMicInput" script is not recognized. When running my scene, Unity shows me the following alerts: -The referenced script on this Behaviour (Game Object 'AvatarSDK') is missing!-The referenced script on this Behaviour (Game Object 'LipSyncInput') is missing! To try to isolate the problem, I'm running a new clean Unity project with only Meta Avatars SDK and Photon Fusion.Meta Avatars SDK is installed with the following dependencies:-Meta Avatars SDK Sample Assets (31.
¿Qué terminal es Spirit en Puerto Rico?Spirit es considerada una aerolínea líder en viajes nacionales e internacionales, opera vuelos a más de 100 destinos en diferentes países. La aerolínea ofrece varios servicios a los pasajeros para que tengan una experiencia de viaje placentera. Además, el equipo de servicio al cliente dedicado siempre está listo para ayudar a sus pasajeros a mejorar su experiencia de vuelo. Por lo tanto, mientras vuela con Spirit desde Puerto Rico 787.913.8009, si tiene alguna consulta relacionada con la reserva, asistencia especial, documentos de viaje o más, contacta a Spirit Puerto Rico y obtener una asistencia efectiva. En esta guía, explorará varios canales de comunicación de Spirit, a través de los cuales puede comunicarse fácilmente con el representante y resolver su problema lo antes posible.Canales de Comunicarme con Spirit desde Puerto RicoSpirit Puerto Rico teléfono: Spirit ofrece asistencia in
¿Cuál es el proceso para llegar a United desde Puerto Rico?United ofrece diferentes formas de ponerse en contacto con los representantes y proporcionar la mejor solución a todos los pasajeros que se enfrentan a problemas durante el vuelo, al facturar, añadir equipaje y cualquier otro problema común. Si usted también se enfrenta a cualquier tipo de dificultades en su vuelo antes del vuelo y no puede encontrar la solución, por lo que puede marcar United número de contacto Puerto Rico 787.913.8009 (Agencia de viajes) al equipo de servicio al cliente y también comunicarse con ellos en los otros métodos como el chat, correo electrónico, redes sociales y WhatsApp. ¿Cómo hablo con alguien en United desde Puerto Rico?Para ponerse en contacto con United Puerto Rico ejecutivo de servicio al cliente a través de la llamada telefónica y encontrar toda la solución de los problemas relacionados con el vuelo. Usted puede utilizar este método y ahorrar su t
Dear allI'm saving a series of spatial anchors to the meta cloud and retreiving them via a group id and everything works well. The list of anchors I'm getting is however in random cronological order although always in the same order. Is there a way to get the last saved anchor?I just need the latest, so I could clear all anchors when saving a new, but it is not possible to delete shared anchors on the cloud it seems, only persistent storage?Thank you very much in advance!Regards Thomas
Are Ui components of Meta Horizon OS available on any package while using Spatial SDK?i know they are now available in Unity.
There should definitely be a medical emergency function in meta horizen world so that if a user has a problem, they can be helped. Due to the anonymous participation in vr, this is not possible without the help of meta
I use Unity's DeviceName interface to get the device model of the user. It works fine most of the time, but for some devices, the model name comes up as "Standalone HMD." Anyone know what device this is?
I trying to work with the OVR Interaction Comprehensive. I only need a ray interactor to interact with my UI (maybe also Poke). I disabled most of the interactions (grab, locomotion, etc) and the UI works (sort of). The app is not showing the "laser pointer" round marker so it is hard to detect where I am pointing in the UI.What am I missing? ThanksAviv
I am developing my first MR game using the All-in-one SDK, and I am confused. With the poke interaction, I am unsure how to make interaction trigger events. How can I do this?
Hi there,I'm currently developing an application for the Meta Quest 3, but after upgrading to Unity 6 I am unable to build for the platform. I can play in editor fine, but when I build it creates what is shown in the image. The game is running behind this, you can move around and all audio is working, but the graphics are fully corrupted. No one else working on the project is seeing this, I can still install their builds fine but if they install one from my editor it shows the same. I have tried deleting all of Unity and Android SDK/NDK and reinstalling everything, but the issue persists. Any help would be appreciated
I've read documentation,https://developers.meta.com/horizon/documentation/unreal/unreal-hand-tracking/but didn't find answer according differences "pinch" and "pinch strength" inputCan somebody explain me difference?
I basicaly want to know if I'm playing a multiplayer game with friends or a single player game.This is important as I don't want to start a server on Photon if it's single player, as this will mean server wastage/money per concurrent users online. Also I don't want to have to put a interface in the game to turn on multiplayer, when the game should just know this from the Quest interface. As soon as a user joins your game with matching lobbySessionID then it should at least let you know know that this has happened to the other users.I thought the Join Intent would have been the message I would receive, but I get this when I'm the person joining another persons game.I don't appear to receive any messages on the machine that is being joined, even when I send an invite out and it is accepted.This functionality of letting the game know about invites worked in versions before it was changed requiring users to have their own servers for multiplayer.If there is a way, please let me know. I tri
Hello guys, do you know how to use Meta XR Interaction components to make a ladder climbing system that works like real life? Unity XR Interaction has components to help make that system, but Meta XR does not... any idea? (because migrating from Meta XR SDK to Unity XRI is gonna be chaos for me bcs I have to fix a lot of scripts so that my scripts could integrate with XRI)
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