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Have been trying to install the v60 of the meta All-in-One SDK to get the meta movement pack to update. Seems like no matter what fixes I try I always get an error as follows:Library\PackageCache\com.meta.xr.sdk.interaction@60.0.0\Editor\Utils\PluginUpdater.cs(28,16): error CS0246: The type or namespace name 'NUnit' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@60.0.0\Editor\BuildingBlocks\BlockBaseData.cs(26,7): error CS0246: The type or namespace name 'NUnit' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@60.0.0\Editor\BuildingBlocks\BlockData.cs(24,7): error CS0246: The type or namespace name 'NUnit' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@60.0.0\Editor\BuildingBlocks\BlockDownloaderData.cs(23,7): error CS0246: The type or namespace name 'NUnit' co
Hello,I understand that TouchHandGrabInteractable and HandGrabInteractable have different use-cases (i.e. dynamic grabbing of object vs preconfigured snapped poses) but just wondering if anyone knows if one or the other is more performant. Seems like the touchhandgrabinteractable might be more computationally intensive, but it also seems much more flexible, easier to setup, and future proof for grabbing items that don't really need to be held in a specific orientation. Anyone have any experience with one method being more impactful on performance than the other?Thanks
already added 2 factor authentication (had to use and app cuz the text thing does nothing) but it just keeps returning me to the verify page...
Unity 2021.3.6I want to implement the function of partial screenshots by the following method public static void SaveRenderTexture(RenderTexture rt, string folderName) { var saveDir = Application.persistentDataPath + "/" + folderName + "/"; if (!Directory.Exists(saveDir)) { Directory.CreateDirectory(saveDir); } var prev = RenderTexture.active; RenderTexture.active = rt; var png = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false); png.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); var bytes = png.EncodeToPNG(); var pathNow = saveDir + DateTime.Now.Ticks + ".png"; var file = File.Open(pathNow, FileMode.Create); var writer = new BinaryWriter(file); writer.Write(bytes); file.Close(); Object.DestroyImmediate(png); RenderTexture.active = prev; }1. In the case of Vulkan, only half or part of the image that is packaged to Quset is displayed, and the rest is black, but this function i
我用的Unity版本是2021.3.6我想实现局部截图的功能,通过下述这个方法 public static void SaveRenderTexture(RenderTexture rt, string folderName) { var saveDir = Application.persistentDataPath + "/" + folderName + "/"; if (!Directory.Exists(saveDir)) { Directory.CreateDirectory(saveDir); } var prev = RenderTexture.active; RenderTexture.active = rt; var png = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false); png.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); var bytes = png.EncodeToPNG(); var pathNow = saveDir + DateTime.Now.Ticks + ".png"; var file = File.Open(pathNow, FileMode.Create); var writer = new BinaryWriter(file); writer.Write(bytes); file.Close(); Object.DestroyImmediate(png); RenderTexture.active = prev; } 1.在Vulkan的情况下打包到Quset 截出的图片只有显示下面一半或者部分,其余部分是黑色的但编辑器模式下该功能是正常的。2.用OpenGLES3也能正常显示,但会导致其余的模型渲染层级不对,部分模型没有显示,unity提示“Symmetric Projection is only supported on Quest 2 and QuestPro with Vulkan a
Hello all, I am trying to get some traction on this so we can finally do AR with quest 2 without that annoying Guardian.Please please let power user disable guardian when in Passthrough, there is no danger for us since we can see everything around us.Power users matter and you should help us enjoy your product, not put barrers in our way. Thank you
I recently submitted my Meta Business Manager account for verification, but the status has been "In Review" for over 5 business days now. I still haven’t received any notification of approval or denial, and this extended waiting time is starting to impact my business activities.Has anyone else experienced similar delays? What’s the typical timeframe for verification? Also, is there any way to expedite the process? I’d really appreciate any insights or shared experiences from the community. Thank you!
Hey there, is it possible to receive OSC Data via UDP on the Quest? If yes, is there an open default UDP-Port or is there any way to open a specific Port?I'm using Unity and made a project using the plugin extOSC that works on my Laptop but it doesn't on the Quest. I think it is because the UDP Port isn't set-up properly.I know that SideQuest and ADB are both possible to be connected using wifi UDP/IP so I guess there is a way to do it.I also wrote to the developer of the plugin extOSC and he told me is not 100% sure but it could be something related to the Android Manifest and the Network Permissions.Any ideas on how to figure this out?
Greetings. When using Meta XR all-in-one SDK v69.0.0.0 and “Scene mesh” block and working with the project within passthrough (i.e. it is MR project) using quest link, it works properly and generates space mesh, but when trying to build a project for android, i.e. .apk scene mesh stops working and generating mesh. How can this be fixed? I need it to work specifically with .apk.Unity version: 2022.3.44f1I’m using oculus quest 3.Thanks
Hi,I have a Oculus Quest Pro, and work on a Unity project that needs hand tracking and controller tracking for a physical object, but I can't enable hand and controller tracking at the same time. So I wonder is this possible? or is there any other ways to track a physical object using Oculus?
We’re developing a multi-user VR experience where a 1:1 virtual environment needs to align precisely with a physical space, allowing users to move freely within both. However, we are encountering alignment challenges with the Quest 3 when using the tracking origin modes:Floor Tracking Origin: The virtual environment’s center and orientation follow the headset’s position and orientation, causing misalignment with the real-world environment as the virtual space shifts based on the user’s location.Stage Tracking Origin: Alignment depends on the headset’s orientation and position when the boundary was first created, meaning each device must be set up identically, which is difficult to maintain across multiple users.Requirement:We need a solution to lock the virtual environment to real-world reference points, ensuring consistent alignment regardless of individual headset setup variations. The goal is for virtual and physical spaces to coincide accurately across multiple devices.Comparison w
NOTE III: I've started a reddit thread in indiedev if anyone wants to add or comment on it here: https://www.reddit.com/r/IndieDev/comments/1g8yzc4/warning_the_meta_quest_store_may_not_be_indie/NOTE II: Meta Quest Store has no intention of helping indie developers if there is something wrong. Please see the ticket thread I have had with the team and then the response I recieved today, at or near the bottom of the comments.NOTE: If any other developers are having this issue, reply in here, it seems there are more of us than I thought. Let's try to get one big item going.Hey Meta Quest Team,Yes, I did a post last week about how our game has been approved and is not visible in the store and I'm doing another one. I appreciate that you responded, we sent an email to the support email you gave us, but it just went to the same team that we have had an open ticket with for the past two weeks. Two weeks!!! Our game is only visible if people type in its name exactly.
Hello, I find difficulties when I want to integrate Meta Avatar SDK to my app. In my VR experience I want my users to use their own meta Avatar as same as the one they usually ues it in meta headset home. How I can replace user avatar by the one already exists in sample? Can you help me to figure out this issue.
I’m trying to spawn a Cube as spatial anchor. But after spawning it drifts if I move physically. I’m add OVRSpatialAnchor after instantiating like this, _cube.AddComponent<OVRSpatialAnchor>(); Please correct me if I have to check something on the build settings or some Oculus settings in Unity. Thanks guys!
So my Quest 3 headset is basically bricked right now. When I boot up I’m on the horizon feeds menu but just a loading circle on a gray background. On the universal menu I can see my app icons and the horizon feed icon has a loading circle on it as well, as if it was updating. I can’t interact with the universal menu at all, and even when I power off the headset, I can’t interact with the power off menu and need to continue holding power to shut it off. Does anyone know what can be done?? I also can’t switch to hand tracking
Hello,I've developed a game and would like to see how many people has wishlisted it. Where can I see this statistics? I could not find any information on it from the analytics dashboard.
I'm following this tutorial to build a simple pinch gesture detector.However, after I added finger feature state provider component to both Hand (HandFeaturesLeft & HandFeaturesRight). The hand tracking started to only work for one hand.. it became normal after I removed the provider component.Meta XR all-in-one SDK: v69.0.1Unity: 2022.3.0f1
Hi, I just converted my unity project from standard shader to urp, and I'm developing for quest 3 passthrough mode in Unity. When I play and test the scene in quest 3, I got one error and one warning. The error says "ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection." The warning says "Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now." I will really appreciate it if anyone can share any clue about how to troubleshoot these issues. Thank you!
I have an Unreal project that is basically blank. I'm using Air Link with a WiFi 6E router, getting 2401mpbs. When I hit VR preview, if I'm NOT using passthrough, I get good performance and framerate. If I enable passthrough, simply by initializing persistent passthrough from the passthrough subsystem, I get extreme lag, like 5 FPS.Is this a problem with Air Link? Do I need the cable?
When utilizing passthrough, it would be nice to use light estimation to light objects more naturally. Is this possible to do?
Hi,I'm working with the Meta Interaction SDK (v62.0.0) and trying to get something to work with the UseInteractable component (besides the example Spray bottle). I've been referencing the Spray bottle closely, and for my custom object, I've written a script that implements IHandGrabUseDelegate, and assigned it to UseInteractable's "Hand Use Delegate" field. The object has HandGrabInteractables, etc. (similar to the Spray bottle). However, the methods from the interface (BeginUse, EndUse, and ComputeUseStrength) are not being called. I'm wondering if I'm missing something (probably am), and if there is any documentation on steps / requirements for the Use interaction to work.Thanks for any help!
I am working on a MR Mini Golf game using the MRUK and just now saw that you can utilize multiple rooms in your MR games. So I was wondering first off, is there anything I have to enable to allow players to travel between rooms while using my application. The secondly can I move a golfball with a rigidbody into another room while I am still in the first one? I could use a collider to disable collision between the global mesh, wall, and the ball, to allow the object to pass through the rooms. Or I could capture the velocity direction of the ball on a collider and respawn it in the next room with the same velocity and direction, but the second room would still need to be loaded while I am not in it. So what I’m asking is, is it possible to have more than one rooms active, or just to make sure the room the golf ball is in is loaded (idk if the room the player is in needs to be loaded too, but it would be nice if possible). If you answer, please don’t forget to answer my first question als
I used side quest and MQDH to disable the proxy sensor and now my meta quest app gives me an error when trying to enable dev mode after it disabled its self. I’ve searched through a lot of online stuff but it all requires you to use you headset which I can’t do without dev mode so there’s kind of a loop there and it doesn’t seem fixable unless I get my sensor fixed unless there’s some other way like forcing adb or anything anyone else can think of if it seems like it can’t get fixed I’ll go and get my headset fixed and try to figure something out from there.
I submitted my rift app for review by the Meta Quest Store Review Team. The current status is showing that the app is crashing on starting but in my store it is working completely fine. The exact message is "TEST BLOCKER - The app crashes after launching, preventing further testing". They haven't provided the reason behind the crashing of the app. Is there a way to contact them so that I can figure out why the app is crashing on their testing system. Thanks in advance!!.
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