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Hi, I am trying to follow along with the installing Meta XR/VR plugin, but when I use the GitHub links posted there I always get 404 errors, I have fully verified my developer account, but still no joy, any suggestions would be appreciated. here is the link from the page - Oculus-VR fork
I made a game and submitted it to the oculus developer website, but it hasn't been in review, it just says "Submitted" and I don't know if it will be approved.
Is there a simple way, without using obsolete or deprecated components or prefabs, to assign a release velocity to a thrown object that differs from the velocity of the hand or controller?
I am submitting a fully MR only app to Meta Quest store early access and I am getting rejection due to the app failing VRC.Quest.Functional.9 : The user's forward orientation is not reset when the Oculus Home button is long-pressed.I have selected the tracking origin to be Floor and enable Allowed Recenter on OVR Manager, yet I am still getting this rejection. Also, I feel that this should be an requirement for a fully MR app since all the objects in the scene are tracked to user's space and should be change or be recentered. Anyone know what do I need to do to fulfil the requirement?For more context, I am using MRUK to detect user's space.
HI all.Currently, dynamic occlusion using the Depth API requires replacing the shaders of all objects to be occluded, which is very time-consuming when there are many shaders.I believe that the same functionality can be achieved without replacing shaders by using depth images obtained from EnvironmentDepthManager.cs and post-effects to prevent pixels with depth values above a certain distance from being drawn.Can you tell me how this can be achieved or give us similar examples?
Hello, I am a college student and I am doing some research project on Quest 3. Is it possible to root my Quest 3, so that it will be easy for me to read kernel information then? What I will do is for internal research only.
Hi there. I just cant seam to figure, how i can ensure, that my virtual content is always aligned with the real world scenario. after restarts the orientation of the generated room is sometimes different and sometimes not.With spatial anchors and the prefab spawner i managed to get my items placed but i just cant seam to refine the orientation and scaling of the virtual item to get the positioning in the real world right.
When I grab an object using OVR hands it does not collide anymore with any other collider, however when I release it, it collides. I want to know if I can make that object collide with other objects while being grabbed. For example, I want to grab a marker and write on a whiteboard within my scene. The board could be a cube with box collider.
Hi all,I'm using the latest avatar SDK and I want to set up a local third person avatar with animated legs. I looked at the NetworkLoopbackExample sample scene, so I added the OVR Animation Behaviour script to the local avatar. However, the legs don't animate, they just stay still.Is there a way to make them move?Thanks in advance for any help.
Does anybody know what causes the dithering when alpha coverage is enabledIs it a bug?16-18 levels of dithering can be seen on Unity, URP, Vulkan, Multiview AlphaToMask On float4 Fragment() : SV_Target { return float4(1,1,1,TEST); }
Hi, I am looking to get the battery level for the touch controllers on a Quest 1 or 2 from Unity. I am calling byte LBattery = OVRInput.GetControllerBatteryPercentRemaining(OVRInput.Controller.LTouch);and same with RTouch.but I only seem to get 0. Has anyone else gotten this to work, and if so, what am I doing incorrect?
When I am extracting data from the Graph Api for the Instagram Post I am getting wrong stats. For Example, Against a Post I have 200 Likes but When I am extracting its data from the Graph Api I am getting the 150 Likes. Can you please tell me How Can I Get the Accurate Numbers?'
I'm running the Gaia Archive advanced search page from a Quest 3 browser window. After executing a successful query, there is the option to download the query results as a .csv file. It currently downloads to the Quests Download folder. From inside by Unity app I browse to the Download folder but it show as empty. I've adjusted the AndroidManifest, add the runtime HasUserAuthorizedPermission logic but without success. Any suggestions, or an example, of the right way to accomplish this. Thanks
We recently added MRUK to our Quest Unity project specifically for the World Locking. This has achieved what we wanted in keeping things aligned with the real world (on Quest 3) but when we do a reset position using the right controller, the TrackingSpace gets repositioned therefore making the controller prefab not where it's suppose to be. We can't manually adjust the position of the TrackingSpace because MRUK World Locking is adjusting it.Does anyone know how to prevent this from happening? Apparently the Discover app has fixed this based on this post but I am unable to get it to install correctly on my Quest 3. I've dug through their code and couldn't find anything obvious either.Unity 2022.3.1MRTK 2.8.3Oculus XR Plugin 4.2.0Meta XR SDK (including MRUK) 69.0.1Depth API 71.0.0 (Not sure if this was needed)The TrackingSpace is the first child to the OVRCameraRig prefab at which I'm using a slightly modified version of the MRTK-Quest_OVRCameraRig.
Hello fellow developers,I’m working on a unique VR project called "V-Revolution," which combines real-world environments and virtual spaces. The goal is to use AR markers for precise tracking of objects and alignment between physical and virtual spaces. This is critical for our project, as players interact with real-world objects that correspond to virtual ones.We are developing the project using Unity version 6000.0.29f1 and Meta Quest 3 with the latest Meta XR SDK (version 71.0.0). However, we’re facing a challenge: we need access to camera data for AR marker detection using OpenCV. We don’t intend to display the real-world image to players; the camera feed would only be used for tracking AR markers in the background.Unfortunately, the current SDK doesn’t seem to support this functionality. Does anyone know of alternative solutions or workarounds to achieve AR marker tracking on Meta Quest 3?Any advice or suggestions would be greatly appreciated. Thank you!Best regards,Mikhail
Hi there. I just cant seam to figure, how i can ensure, that my virtual content is always aligned with the real world scenario. after restarts the orientation of the generated room is sometimes different and sometimes not.I tried:Reducing the room index in the mruk to 0enable world lockingparenting all virtual geo to the tracking spaceIts all on PC VR in unity
I would like to know what release channel the running build is currently in. There are certain features that beta / release have and I'd like to programmatically know which release channel the user/build is currently in.
Hello I was trying to build an application using OVR Lipsync in Unity, but it doesn't seem to work for WebGL build. Can someone guide me on how to add this functionality to compile this plugin for WebGL.Thanks.
I have several Errors. So I can't start the LobbyScene.1. Failed to initialize Insight Passthrough. 2. [OVRSceneManager] xrDiscoverSpacesMETA failed with error FailureUnsupported.3. [OVRSceneManager] Unable to query for rooms.Additional I have got an outstanding Recommended fix:When using contextual passthrough it's recommended to disable Show Splash Sreen. I can't disable this because I have an Personal Version of Unity.I am grateful for help.
Hi!..Reading the documents from Oculus Unreal Development site, i saw that there is a special version of Unreal Engine that is optimized for Meta XR workflow.. I have downloaded, compiled and tested and it is very good... just curious about something... can i do other projects that are not XR targeted?.. a Desktop or Console Game with this version or it is only for XR ? Thanks.
I am developing a driving simulation in Unity with an autonomous vehicle where players have the possibility to steer with a Thrustmaster steering wheel while wearing the VR Headset (Quest3) When this steering input is detected I want my hands in VR to grab the steering wheel, at the moment the position is off because the real steering wheel is smallerI tried hand poses and setting the position of the hands but they jump between the steering wheel and the tracked position.I also tried snap interactions but as I understand they only work snapping an object to the hands like a distance grab Is there a way to control the hand position at times where there is steering input so the hands appear to be grabbing the steering wheel in VR? Thanks for reading and potential ideas.
Hi,On a new project, tried on Unity 2021.3.43 and 2022.3.41 .I install Meta XR All-in-One SDK v68.I do all the project setup.I download the samples scenes.But when i want to launch one (TouchGrabExamples for exemple). I always have the error :DllNotFoundException: InteractionSdk assembly:<unknown assembly> type:<unknown type> member:(null) Oculus.Interaction.Input.Filter.HandFilter.Awake () (at Library/PackageCache/com.meta.xr.sdk.interaction@68.0.0/Runtime/Scripts/Input/Hands/DataModifiers/HandFilter.cs:144) I have looked for hours for a solution to this problem. I have found a lot of forum posts talking about this error but no fix.What can I do to fix this error ? Thank you in advance !
Hi,Could you please add an option to the dashboard to allow the Quest 3 controllers not to automatically wake up, but to use the Meta home and menu buttons to turn on the controller like a normal controller? I would prefer to come back to a controller that does not have a flat battery when turning the Quest 3 back on and is better for the environment. Thank you!
I am using OpenXR, Unity, and quest 2. I have implemented a pause unpause feature by listening to the userPresence action. Examining the logs I see a "presence gained" when the app starts, then after the OpenXR diagnostic logs I see "presence lost" but I have not taken off the headset. And when I do actually take the headset off, I do not see anything. I have to put it back on, which shows "presence gained", and then back off again to see the "presence lost" log. So effectively my app is not pausing on first time I remove the headset but is on subsquent removals. The only thing I see in the logs for my first removal of the headset is "[XR] [478100994288] [11:19:33.528][Verbose] Ignoring event type 1000075000 Do you have any information on how to solve this?
I have "Best Select Interactor Group" with two "RayInteractors": one for Grip Button, one for Trigger Button. In UI (flat, but if it makes a difference, I could use curved) I want to be able to trigger OnClick event on standard buttons only with Trigger Button, but also in the "Scroll View" I want to scroll only with the Grip Button (no scrollbars). Is there any elegant solution please?
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