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Hello,I'm currently working with the scene capture feature (https://developer.oculus.com/documentation/unity/unity-scene-overview/) and i've been able to set it up correctlybut I have a problem with a log which is insanely repeated : Warn OpenXR_Anchor GetComponentStatus: Space does not support 0 Error OVRPlugin [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:10267 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:307) I am using - a Meta Quest Pro- Unity 2021.3.15f1 with- XR Plugin Management 4.2.1- Oculus XR plugin 3.2.23- Oculus OVR plugin 1.85 (included with the oculus XR Plugin)The thing is the scene capture work well, and i can access the anchor i have set up, but the log are flooded with the mentioned message, making it unusable, so i would like to get read of it
(NOT a duplicate post)Someone else posted the same issue on the meta community "get help" forum. The user said he thinks installing "Vive business streaming software" caused the issue to manifest, but I do not / never have installed that, so I believe there is a deeper underlying issue here.Trying to run the MR samples via Link results in this error, and the room scene / objects aren't materializing at all. The PassthroughRelighting demo character immediately falls through the world if you move him at all.(yes, I set up the room scene before starting link)[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11831 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)UnityEngine.Debug:LogWarning (object)OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at ./Library/PackageCache/com.meta.xr
Since you, MetaStoreHelp, are clearly ignoring my post in the Unity VR Developer forum and my direct messages as well, I will ask this here again:I want to use the Room-Setup feature from the Quest 3 in Unity in Mixed Reality.I get an error for importing the transform-data for the gameobjects of the Quest 3-defined room in Unity. All of the walls and room objects are at (0,0,0) with no additional rotation and I get this error:[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11831 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)It seems to be an issue that is unique to my PC, but I can not figure out why and where the issue is.We tried the same scene and multiple other with the room model or the new MR Utility Kit in it, and we don't know what is different in my system.We already tried uninstalling a
Hi, I am getting spammed by the following error after I load my mixed reality scene (room) via the OVRSceneManager.cs[XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11311 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:318) The mixed Reality room seems to load fine (mostly), and I am able to localize all anchors, but logcat is being spammed by the error. Not sure it's related, but also getting this error often: AnchorManagerHelpers: The tracked root node uuids are different?! 0efe69dd-c03e-a729-a4b2-3108ac493f34 - 00000000-0000-0000-0000-000000000000 Any ideas how to get rid of the error, please? Thank you. Unity 2021.3.25f1, Oculus integration v56.0, OpenXR Plugin 1.7.0, Oculus XR Plugin 3.3.0Quest 2 and Quest Pro
Do the new Meta Avatars 2.0 not have IK legs? When I look down at my legs, they do not move when I physical move or use smooth locomotion. Using OpenXR as Oculus XR has a headlocked bug and the patch did not fix. I am on these versions: Unity 6000.0.25f1 and the Meta XR All-in-One SDK 69.0.1 with Meta Avatars SDK 31.0.0 and OpenXR Plugin 1.13.0.
Trying to build a package for Quest 3.Seems like Unreal requires SDK 34 but Quest only supports 32?Has anybody packaged for Quest 3 using 5.4.4? Is there some kind of compatibility matrix where which versions of Unreal, Quest, and Android SDK is documented?Shocked it is still so hard to find info
Hi!I observe a body tracking (retargeting?) error when i start my App with a single controllers in hand. The tracking is very broken- it seems to alternate between two alternative skeletons, both of which aren't right (about 10cm off for the hand. Moving the right controller also seems to affect the left hand. Also, the head position is off. I made a video that shows the error (in reality, the flickering/alternation is way higher frequency (screen capturing doesnt quite get it): https://vr4more.com/videos/20241228-bodytrackingerror.mov .When i Pause/Resume the app (pressing the oculus button, then resume), the tracking is reinitialized and then OK (shown in the video). Everything goes well when i start with both controllers in hands, or with hand-tracking; but when i carry only one controller, it happens consistently.. I tried stopping/starting body tracking (OVRPlugin.StopBodyTracking() etc) before or after.I can reproduce this with a standard setup following the "Body Track
I have this pretty old .ovrscene file for an app for quest, and I know that its a converted FBX file, but I was wondering if anyone on this forum knows a way to turn it back into an FBX? Thank you.
I have developed games for Meta Quest before, and at that time I didn't have a Quest 3 device, so I developed them for virtual reality. However, some of my games are more suitable for mixed reality. Can I publish the mixed reality versions of my games as separate games? Is there any risk of penalty for this? What steps should I take?
Why did you guys get rid of the curved windows? Now the only way to have a curved window is to go into theater view and have it be the only window. And you got rid of switch view. Now I can't move the windows further away from me, And I can't Wrap them around me.And I can't Remove all these surplus apps Like horizon Feed. People Store I have no use for horizon feed or for people. And There's no reason not to just leave the store in the library.. Why would you remove features?
I am using the Meta Voice SDK and am having trouble building my project. I get the following errors (the first is the primary). Have others encountered this?An asset is marked with HideFlags.DontSave but is included in the build:Asset: 'Packages/com.meta.xr.sdk.voice/Lib/Wit.ai/Resources/witai.png'Asset name: witai(You are probably referencing internal Unity data in your build.)UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)Here's the second error:Assertion failed on expression: 'm_LockCount == 0'UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)And the third error:Building - Failed to write file: resources.assetsUnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)Does anyone know how to edit the HideFlags.DontSave (assuming that's the problem)? Or is there another way to address this?Thank you!
I am writing to you on behalf of FIDES Fencing Livorno, an Amateur Sports Association with a long history in the world of fencing, founded back in 1892 in Livorno. We are thrilled to learn about your new generation of virtual and mixed reality headsets, Meta Quest 3, presented by Mr. Zuckerberg. We would like to express our interest in becoming an operational development center for the project and a national promoter. FIDES Fencing Livorno boasts a long tradition of success in the world of fencing, with numerous champions produced over the years. With a record of 61 Olympic medals and 107 medals at the World Championships, we are recognized as one of the most important fencing schools in the world. Our active participation in national, European, and world competitions allows us to have constant visibility and engage a wide audience. We would like to propose a collaboration as a sponsor of FIDES Fencing Livorno. Being your sponsor would give us significant visibility, especial
Adding a “Reminders” App? For example, you could set a reminder called maybe “Take a break” Or “New (Game) Update!” And it could be set at like 1:05 PM or 50%. This would be very useful if it was added.
Would really be nice to have an option to cast my child’s profile so that I can answer their questions/trouble shoot without having to constantly switch the headset between us.
I am no longer able to sideload my own Unity apps to my Meta Quest 3.I am able to activate developer mode.I am able to connect the headset to my PC.I am able to use either SideQuest or Rookie to sideload the APK package.I am able to get a success status from SideQuest or Rookie.However, the sideloaded app doesn't show up in the apps list (under any category).Previously I was able to use the exact same process and the app would show up under Unknown Sources.The functionality seemed to have stopped after the v54 update.Is there a way to roll back a update? I would prefer now to Factory Reset my headset because then I will be at a really old version or probably just have options to update to v54.UPDATE: I am concerned about doing a Factory Reset because there seem to be cases, even sometimes with Quest 3, where people have not used them for a while and when they do the update, the headset bricks. I am assuming this is somehow related to having to do many updates at once. If I Factory Rese
My email for GitHub differs from registered for Meta account. In the instructions for UE prerequisites, it is written that one needs to link UE and GitHub account and then the GitHub user will receive access to UE. However, the patched version uses a fork, which is a different repo. How to link GitHub account to Meta account in order to gain access to the fork when GitHub account uses a different email address?
When ever i try to buy blade and sorcery i just get this message.I have a quest 2 and using link cable.I have been trying for about an hour but the same message appears.Please help.
While working with Speakatoo’s API, I’m unsure about the proper format for including the API key in the request headers.Can someone provide clarity on how the API key should be structured or formatted? Are there any examples or specific conventions to follow to ensure successful authentication? Your insights would be greatly appreciated!
how can the quality be improved landscape material
Hi,I would love to be able to use the quest microphone (I'm on quest 2) in windows, straight from startup (Quest Home Screen).I need it for OBS - So I can communicate with my viewers, while streaming (on twitch), without the need to be in any other app. like SteamVR + Stream Link. (Or the oculus web casting) Said in another way: I would like to be able to use the quest microphone in windows, without the need to cast anything. - Also the ability to easily adjust the microphone & headset audio levels independently, from inside the headset, would be awesome. Best RegardsJB
You should be able to require a PIN code to access the admin account on Quest 3. As it is, supervised child users can get round all controls by switching to the admin user, with nothing to prevent them. This defeats the purpose of having controlled accounts.
Hi there,I have an few apps which are not reviewed yet and they are published in draft on alpha and beta testing channels. All apps using different signed keys, I want to use a single signed key for all apps so their data can be shared easily.I tried changing the signed key and when I pushed it to beta channel i got error "The APK is signed with a different certificate". My question is my app is not published yet to production, is there a possibility that I can change the signed key before its reviewed? I do not want to change the package names and upload them as new apps.
I have an Oculus Rift S, I redownloaded it and it was working. afterwards, there was an update in my windows (Windows 11). after updating my oculus and not working properly anymore. i cannot see anything in my vr but there's a display in my computer monitor. I have uninstalled and re install it several times but the problem still persist.can you assist me on this?Thank You very much. Bong Vergara
Hello Meta Developers Community, I'm reaching out for guidance on an unusual issue affecting our Facebook Group community ('92-96 Ford F-Series OBS Trucks'). Our founding admin, Michael Falco, has been inactive for months – leaving our community without proper management. Despite efforts through official Facebook channels (Help Center, Page messaging), we've found no direct support path for resolving inactive admin issues. Our community risks permanent limbo without intervention. Questions: 1. Is this scenario acknowledged by Meta teams?2. Exists a internal support path for community leaders like myself to resolve such issues?3. Can Meta community forums offer guidance or escalation assistance? Appreciate any feedback or direction from Meta insiders and community experts.
Whats the best engine to start VR game making and game makinh in general as a beginner?
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