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Hi everyone, I have an issue that I enabled simultaneous tracking for both controllers and hands, everything works an all, just the controller is stuck in the hand all the time. I'm using Unity version 2022.3.52f1 and the Meta XR All-In-One-SDK version 71.0.0.About the setup: both Controllers and the Hand Tracking have the Show State "Always" since I want them tracked and in the scene constantly. Under Camera Rig "Simultaneous Hands and Controllers" is ticked as well as more below "Launch simultaneous Hand and Controllers mode". Body Tracking is by the way NOT enabled.Now further about the problem, when I have my controller in the hand it shows hand and controller, which is fine of course, but when I let go of the controller the virtual controller snaps to the wrist of my tracked hand and the virtual controller doesn't track my real controller anymore. When I pick it up again, the controller is tracked like nothing happened. This is for both hands and I couldn't achieve the effect
In online manual i can see Ray interaction description as described on screenshot below.I want to interact with 3D objects, by pointing finger to them (ray casting)But i cannot find any Blueprint nodes/samples/tuts how to deal with it. (in Unity there is a lot tutorials).How to deal with ray interaction in UE?
Ive been trying to set up a rift s headset, i get past the first setup step, cables connected correctly but when i get to the sensor check, it keeps giving me this error: Ive tried troubleshooting for hours but nothing seems to work, and the only thing i see in the headset is the loading screen with 3 dots. Does anyone have any advice or tools that i can use to fix this issue, or any way that i can get meta support because when i try to submit a ticket, i have to put in the rift s serial number but the system doesnt recognize it. Please help me with this issue meta or readers.
helloI'm working on a school project and i need to scan my environement in real time with the Quest 3's depth sensor.Is there a way to get the world position of each points picked by the depth sensor ?
how long dose the sycning take for me to confermer
Hi,I am a beginner developer trying to figure some things out. I want to make a virtual version of my room using the Meta Quest 3 scan technology and then load that room into unity. So that someone from somewhere else, can load up my room in their VR-Headset. I have watched a lot of videos on YT and read a few articles, but cant seem to find a way to do this. Would appreciate if someone could point me in the right direction 🙂
Casting from a child's account
I followed the Tutorial and used the simulator, but the simulator is just blank, can anyone help? Supplement: It is now functioning normally after the update
Hi there,i wanted to create my own cutom home environment and try to figure out how to do it properly.I found a tool on Github where you can turn a gltf scene into an apk. but i would like to use Uneal or Unity to have more controll over the outcome.Is there is something like an official guide or documentation on how to do that?
Hi all,I am developing an Unity App. In my project, I want to use the AR camera to track real objects in a virtual environment. Considering that meta does not allow access to the oculus camera, I decided to use an external camera as a cameraAR for Vuforia. Thanks to the external camera, I can use ImageTarget or ModelTarget. I am still left with one problem. When I develop in Unity the virtual environment, I have to tell where the oculus camera (OVRCameraRig) is located versus the cameraAR (Vuforia camera). I would like to have them start overlapping, and when I go into play mode, have the overlapping cameras start in an aligned way. However, Oculus only activates when it is used so this is not possible. Do you have any suggestions? best regards
My suggestion is that for the blind, you can use the audio feature that Meta AI will later develop using the volume or power function buttons which can be used for the blind, so that it can help them in using Meta AI.
Hello!The new spatial recognition features in the Meta Quest 3 are truly impressive, especially its ability to identify and map objects like chairs, sofas, and other furniture. Expanding these capabilities to allow users to capture their surroundings and export the data to a PC in formats like FBX, GLB, or even STM would be a game-changer. This functionality would attract a broader audience, extending beyond gamers to include creators, designers, and professionals seeking practical applications for this technology. By embracing this, Meta could tap into an entirely new market segment and significantly enhance the device’s versatility. I hope this will be consider for future improvements!
The whole developer experience for setting up Meta is broken. Zuck needs to do this himself to see why the developer adoption for the Quest sucks and perhaps he can fire the useless org that works on this. Why do we need to create and verify an organization to write a simple hello world app? Why in the hell do we need to do these steps before we can turn the device into developer mode? Surely someone came up with this brilliant idea! Clearly a very frustrating experience!
hi:possiblely a little issue when using sdk in Linux-server build here"com.meta.xr.sdk.core": "68.0.3", OVRPlugin.cs line:5386public static bool GetActionStatePose(string actionName, out Posef result){#if OVRPLUGIN_UNSUPPORTED_PLATFORM pose = default(Posef); // Undeclared pose, should be result return false;#else
Hi, I've developed an app for Meta Quest 2 that uses hand tracking. The .apk was perfectly working, then the headset updated to version 71 and now the .apk crashes on launch.In editor it works perfectly fine.The logcat says "Unable to start Oculus XR Plugin.", but, again, it was working fine before the update.I'm using Unity version 2022.3.48f, Meta XR all-in-one sdk, Oculus XR plugin. OVR Camera Rig prefab from Meta XR Interactions example, OVR Manager set to Hands Only. I have tried updating Meta sdk to version 71, but nothing changes. I have tried creating a new project with empty scene, with the same settings and it doesn't work either. Also tried building an example scene from the Meta interactions sdk in this new project but even that crashes on launch. Any idea on what to try? Do I need to change Unity version?
I have no other errors besides this one when I upload my build to the alpha production stage. The error says this: FAIL_FORBIDDEN_PERMISSION The upload could not be completed because your application contains the following Android permissions that are not supported: - android.permission.READ_PHONE_STATE Please remove the following permissions and upload your application binary again. The log says this: 2024-08-03T21:58:36.097Z [DEBUG] Run args: {"appId":"26165759013071717","apkPath":"C:\\Users\\rcper\\OneDrive\\Desktop\\Gorilla Flag First Version\\First Version.apk","channel":"ALPHA:quest2only|questproonly|quest3+","draft":true,"excludeAddons":false,"inheritAssetFiles":false,"isODH":true,"uploadFromEngine":false,"token":"(removed)","uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":true}2024-08-03T21:58:36.367Z [DEBUG] Server log: {"app_id":"26165759013071717","client":"ODH","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._
At the moment the Meta XR Audio SDK doesn't seem to work for other platforms than Windows or Android.This is very important for multi platform development so that one can use a single spatial audio solution. Because finding the right settings, baking meshes for acoustic ray tracing and so on can take a long time and supporting different solutions is unrealistic.If anyone knows how to use the Plugin on Mac or IOS please share your knowledge. 🙂
Hi! Is there an approx ETA of an updated version of the Meta XR plugin that can run with UE5.5 Epic launcher version?Many thanks in advance for the info!
Checking to make sure this is or isn't possible before I waste much more time on this.Does Quest 3 mixed reality support blend modes that affect the passthrough layer? I have materials set to "add" but they only add with other virtual objects in the scene, and not on the passthrough background. I usually rely on blend modes for my AR projects with effects like particles, rays of light, and shadows, so this is a really important and powerful part of making projects look immersive!Image below demonstrates the idea, materials set to add, they blend with each other, and an alpha fresnel which works fine, but they don't add onto the passthrough.
Hi everyone,I succeeded in saving new spatial anchors, sharing them to a group using the ShareAsync() method that takes a group UUID; and then loading them back on another headset. Pretty neat new feature!The problem is, I can't erase these anchors. I have tried calling the EraseAsync methods using all possible combinations of OVRSpatialAnchors and/or their UUID's. The methods actually return a 'Success' result and I can't load the anchors anymore in that specific app session, but the next time I run my app, I can again load back these anchors.The only thing I can think of is to start a new group everytime I want to remove an anchor (and then copy over the anchors I still need), but this seems really wasteful as well as an extra hassle to manage all the changing group id's. Is this really the intended way to manage group anchors or is there another way to erase anchors from a group?
I am legally blind and am unable to read most configuration screens and many non-moveable game screens. I would very much like to be able to zoom in to or magnify these screens so that I can read them.
whenever try to create an meta developer account this pop up occurs This is because we noticed you are using a device you don't usually use and we need to keep your account safe. We'll allow you to make this change after you've used this device for a while.
The error of the crash: Assertion failed: IsValid() [File:E:\UE_5.4\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1113] UnrealEditor_OculusXRHMD!OculusXRHMD::FOculusXRHMD::GetFullFlatEyeRect_RenderThread() [E:\Drimoland\Drimoland\Plugins\MetaXR\Source\OculusXRHMD\Private\OculusXRHMD.cpp:1856]UnrealEditor_XRBaseUnrealEditor_XRBaseUnrealEditor_XRBaseUnrealEditor_XRBaseUnrealEditor_XRBaseUnrealEditor_OculusXRHMD!OculusXRHMD::FSpectatorScreenController::RenderSpectatorScreen_RenderThread() [E:\Drimoland\Drimoland\Plugins\MetaXR\Source\OculusXRHMD\Private\OculusXRHMD_SpectatorScreenController.cpp:58]UnrealEditor_OculusXRHMD!OculusXRHMD::FOculusXRHMD::RenderTexture_RenderThread() [E:\Drimoland\Drimoland\Plugins\MetaXR\Source\OculusXRHMD\Private\OculusXRHMD.cpp:1830]UnrealEditor_SlateRHIRendererUnrealEditor_SlateRHIRendererUnrealEditor_RenderCoreUnrealEditor_RenderCoreUnrealEditor_CoreUnrealEditor_CoreUnrealEditor_RenderCoreUnrealEditor_RenderCoreUnrealEditor_C
Ada opsi untuk menonaktifkan Wi-Fi, tetapi mengapa Bluetooth tidak? Saya baca bahwa dulu ada pilihannya, tetapi saya tidak dapat menemukannya di mana pun. Saya harap segera tambahkan/dikembalikan.
Virtual events are changing the way we connect, and Oculus VR offers the perfect platform for creating truly immersive experiences. But, let’s be honest—setting up and managing these events isn’t always straightforward.One big challenge is organizing everything smoothly—choosing the right VR tools, creating interactive environments, and managing participants effectively.Check it: https://worldavatrpro.com/Have you hosted a VR event with Oculus? What worked well for you, and what didn’t? Let’s share ideas and make VR gatherings even better!
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