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Wondering if anyone has any solutions. I’ve racked my brain on this, and have multiple triggers/scripts floating above my level from prior attempts.Here’s what I need. I’m creating a haunted maze, and I have certain characters situated in “scare pockets”, which are rooms connected by a door to a hallway through which I want players to walk down. The scare actors in the scare pockets will jump out through the doors to scare the other players as they walk down the hallway. But I need the scare actors to know when to jump out. So I’ve tried all sorts of combinations of using triggers to make the door, and the wall next to the door, not visible to the scare actors in the scare pockets. That way they can see the players coming and they can jump out at the right time. But the simpler ways make the door and adjoining wall also invisible to the players in the hallway, which doesn’t help. I’ve tried the “set who X is visible to” (or whatever it’s called) and used a player list to li
Do you guys realize how bad your Meta XR SDK is for Unity?! It has been doing nothing but crashing for me. You need to fix this. Try testing it on some older Macs and see how terrible it is trying to get it working and building Quest apps with it. Your SDK shouldn't be crashing my editor or my app EVER! Fix it!
Hello, I am a developer, and my company and I are registered in France. When I try to add our financial information, I keep getting this error: "You've entered an invalid IBAN for the country you've chosen. Please enter a valid one." I’ve tried three different bank accounts, but the error persists. I contacted the support , but after three months, they replied that they’re still working on it. Could you provide any additional information or assistance on this issue? Thank you!
Hi,I'm experiencing problems with shared spatial anchors and colocalization in our Unity project using Quest 3 headsets. Specifically, when developing in the Unity Editor with test user accounts, the OVRSpatialAnchor.LoadUnboundAnchors method doesn't load any anchors under certain conditions—for example, when starting the Unity Editor before the Android application.Interestingly, if we build and run the Android application on two headsets, everything works fine on the devices themselves.Environment:Project Base: Custom project inspired by Photon Fusion Mixed Reality Local MultiplayerUnity Version: 2022.3.43f1Meta XR All-in-One SDK Version: 68.0.1Operating System: Windows 11What I've Tried:Entitlements: Ensured that test users have inherited entitlements.Login: Logged in to the test user account under Meta > Platform > Edit Settings.Testing Combinations: Attempted various combinations of running the project in the Editor and as an Android application, starting them in different or
Couple days ago i made this topic https://communityforums.atmeta.com/t5/Unreal-Development/5-4-X-visual-glitch-after-enabling-meta-xr/td-p/1261428 i stated about glitch that occur after enabling metaxr. I joyfully found out that this glitch is resolved in meta fork unreal engine. But after my tries to recreate my project inside new engine i see that project don't like with plugins i need (one from epic market second i made myself). Recompilation don't work, and i can't even build it from the scratch because unreal engine meta fork can't build working blank c++ project. Im damned and i am considering leaving this crappy engine once and for all.
UPDATE (10/23): Please update to version 69.0.1 of the Meta XR Core SDK. This update resolves the known issue associated with input registration and headlocking. With the release of Unity 6*, we’ve identified the following regressions: 1) Quest developers may experience a lack of input registration and headlocking when playing in editor, if their projects are using Unity OculusXR Plugin (com.unity.xr.oculus) along with the current Meta XR Core SDK package releases. We are going to resolve this issue promptly in the next patch release of the Meta XR Core SDK package (v69.1). Please update this through the Unity Package Manager when it becomes available. In the meantime, Unity is providing the following workaround that resolves this issue. Open a new or existing project with the Meta XR Core SDK package installed. Navigate to the project Asset folder and locate the folder containing OVRPlugin.dll, along with the OVRPlugin.dll.meta file. Replace
Hey there,I'm working on a game that requires a gamepad to improve the gameplay. I can confirm that my two bluetooth gamepad are working with compatibles apps, like Xbox Streaming Beta. When OpenXR is enabled, gamepad are not detected and don't send inputs. It seems to be related to the OpenXR implementation into Unreal. If you disable the OpenXR plugin (or use the old OVRPlugin, which is no more supported), it works.Any idea to fix it please? I can do changes in the source code, but after hours of searching, I still have no clues.Best
Hello , This is my first post ( I am a tyro 🙂 ) .I am recently buying a Meta Quest pro. I wanted to create a 3D AR VR content which I can put on cloud/web and can be accessed by people at different sites having Meta Quest Pro.Actually I have a shop with some products placed on it and I want to create a 360 view of each product and the gallery ( whole room in fact) and want to place some buttons or info buttons with which the user can interact at all the different sites.Please guide me how to move forward or if there is any example i can follow. Please move it to correct Board or associate correct TAG to itThankyou !Br,S
Hello I am developing an application in Unity version 2022.3.42f1, in which the app will communicate with a kafka server where it will be able to consume and produce messages. I am using Confluence.Kafka version 2.6.1. The app works fine when I run it through the editor but when I deploy it, I keep getting the error below:System.InvalidOperationException: Unsupported platform: Unix 5.10.198.155311-20 09:38:41.552 16567 16706 I Unity : at Confluent.Kafka.Impl.Librdkafka.Initialize (System.String userSpecifiedPath) [0x00000] in <00000000000000000000000000000000>:011-20 09:38:41.552 16567 16706 I Unity : at Confluent.Kafka.Consumer`2[TKey,TValue]..ctor (Confluent.Kafka.ConsumerBuilder`2[TKey,TValue] builder) [0x00000] in <00000000000000000000000000000000>:011-20 09:38:41.552 16567 16706 I Unity : at Confluent.Kafka.ConsumerBuilder`2[TKey,TValue].Build () [0x00000] in <00000000000000000000000000000000>:011-20 09:38:41.552 16567 16706 I Unity : at Script.KafkaVideoFeed.Con
Hi
Hi,I think a great benefit/feature for the native Files app on the Meta Quest 3 would be the addition of connecting to local SMB/NFS shares with local media.This is supported by relevant third party paid media apps and if supported by native Meta Quest Files app it would provide additional options for accessing personal video collections of family photos.Also the SMB/NFS share connections should be remembered/saved after initial configuration so that Meta Quest usedmon home WiFi network regurarly can access the shares instantly.
Has anyone here gotten the Meta Avatars 2.0 multiplayer Building Block to work in Unity 6? I have tried both the Unity multiplayer and Fusion version in fresh projects and neither spawns the local and remote avatars like it does in Unity 2022 as seen in this video from Valem (https://youtu.be/FwC81qCi-Oc?si=jdUu9RB-MVv3UINm&t=854). I remember trying this exact tutorial in March of this year myself in 2022.3.10f1 and it worked as simple as this video shows it, but in Unity 6 nothing happens when you hit play.I have tried to create my own code with Fusion and have made some progress, but OMG the amount of deprecated everything, from Meta to Unity to Photon is absolutely insane right now and I am beginning to wonder if there is something fundamentally wrong that needs either Meta or Unity to patch first?Would love to know if you have the 2.0 avatars networked at all in Unity 6 by any means not just the Building Blocks?
I have been using quest pro for a while. Although it doesn't have a depth sensor like LiDAR, it has spatial understanding of its environment. Like if you create a roomscale boundary, you will see objects being detected with red dots and blue lines. If you place a new object inside your boundary, it will be detected as well. My question is , do devs have access to this spatial data? If yes, through which API?
Hello, I've recently upgraded a project to Meta XR SDK v69.0.1 from an older Oculus Integration package. I'm having issues with the tracking origin. Floor Level and Eye Level are doing nothing differently, and both are setting my center as the world / rig origin of (0, 0, 0). Adjusting the VR Rig Y Position explicitly will fix this, but it doesn't seem like the best approach considering how this worked in the past. I'm seeing the same behaviour in the sample scenes, but not in other sample projects provided by Meta, but no differences between the rigs in those and in my project. Any advice appreciated. Using Unity 2022.3.25f1.
Hi, Anyone knows why the graphics memory usage is doubled from Vulkan to OpenGL on quest 3 ?These are the exact same app, the only difference is Vulkan vs OpenGLES3 in player settings.Thanks.
For my video-see-through AR application I want a model to automatically be placed on the biggest found table surface. I achieved the first step: The model is correctly positioned at the table center. However, the orientationis not correct. I want the model to "lie down" on the table, means laying on the back, facing up, while the longest side of the model is orientated just as the longest side of the table - see the following pictures: After a very long time trying, I could not figure out how to align the model correctly. If you have any idea/hint/ or clue I could try, please let me know. Used Asset for testing: Low Poly HumanI added an Empty (called ModelPlacer) where I added the script (see below) and pulled this asset in the modelInstance field. Used Meta XR Building Blocks: Camera RigPassthroughMR Utility KitScene DebuggerEffect MeshHand TrackingController TrackingTechnical Specifications: Unity 2022.3.50f1VR-Glasses: Meta Quest 3Meta MR Utility KitCode: using
This link here says that audio to expression has been released: https://www.meta.com/help/quest/articles/whats-new/release-notes/. It speaks in the present as if it is available "Available as part of the Movement SDK, developers can access Audio to Expression to provide users with enhanced social presence".I downloaded the all in one SDK for Unity, and it is nowhere to be found. Is it actually released anywhere? Where can I find it? I have looked at all of the samples for the movement SDK and I searched the code for anything referencing audio to expression and I can't find anything
I am an assistive technology specialist and I recommend the meta glasses to many of my visually impaired clients and was wondering if I could offer some feedback for consideration. The app has a difficult time reading documents from top to bottom. The command “look and read verbatim and word for word” is incredibly wordy and doesn’t work consistently even when clients remember the exact wording.
Hey guys, I have problem when playing the game. see image below.My project Update from unity 2020 to 2022, and SDK update from oculus Integration to Meta SDK.I don't know why it doesn't work but when I create a new empty project and install meta SDK everything works fine. is there a similar case with me?
Premise: We are developing a game and have uploaded an apk to the Release Channel.Assume that the Release Channel package name is: com.package.xxxWe have a development package during development, assuming that the package name is com.package.xxx.dev 1. Create a new Meta account and join our Release Channel through the invitation link. Now you can download our Release Channel version of the application and start it normally. Everything seems to be fine 2. I want to use this account to join our development group and install our developer version of the apk. At this time, the developer version of the apk will fail to login anyway 3. I tried to move the account out of the Release Channel, out of the Developer Group, and then add it to the Developer Group, and even restored the Quest to factory settings, but I couldn't login to the developer version of the apk normally.
Dear guys,It seems a bug for bodytracking in Unreal engine 5.3.2. 1. I download the demo from oculus sample github (unity + unreal) and test them.https://github.com/oculus-samples/Unreal-Movementhttps://github.com/oculus-samples/Unity-Movement2. build the unreal and unity sample for bodytracking and install them in the oculus quest3. Open Apps and they all works smoothly. 3. Sleep and wake up the headset.Unreal version : I found the tracking body is very laggy but the controller play very smooth. After about 30s, it will work well. In the picture, you could found the hand cannot attach to the controller. unity version: It recover in ~2s without waiting for a long time. I try to print the log for the tick event. Body tracking API (GetBodyState(FOculusXRBodyState& outOculusXRBodyState, float WorldToMeters))return the same skeleton position value within a short period of time, which results in the body cartoon not playing smoothly.
Hey everyone. Thank you so much for creating these absolutely amazing products. The quest 2 amazed me and the quest 3 is so much more exiting. There are quite a few things that keep disabled people from enjoying most of the games. They mean the world to us, because with the games and vr experience, we can increase our life quality immensly. I developed simple straps, that can help prone with boo movement in their hands a lot. Because of my disability, I'm not able to move my fingers. I've gotten past a few obstacles, by attatching the controllers to my hands with rubber bands + special gloves on the middle fingers, that I came up with, helped me to use the grab button. The problems I still face in most games is climbing. It would be so great, to have kind of sticky hands, to be able to touch a part of a ladder and let go workout using a button. Or to provide an option to just slide up ladders. Something that most games have, but sadly quite a few don't, is the option to tog
I cannot join public lobbies ever since yesterday when I downloaded a few games on my phone to the vr
- Meta XR Simulator V69.0.0 (pulled from All-In-One SDK V69.0.2).- Unity 6000.0.24f1- MR project (with Passthrough)Project runs fine on my Quest 3S, but the following occurs while running the meta simulator:With the simulator activated, the project seems to be running in the game window with no XRRig emulated. In addition, the SyntheticEnvironmentServer doesn't load anything (or have any clickable options/menus).I've done everything from uninstalling to re-installing, deleting cache, trying other versions of Unity, running Unity in admin mode, trying it with OpenVR instead of the Oculus plugin, etc.Here are some other screenshots that might help.
I need to make sure the center of the boundary is at the center of my scene, but if the player recenters their boundary then the entire thing shifts. Is there a way to make sure the center of the boundary is always at the center of my scene?
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