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Hello, Since yesterday 15:30 (AMS time) The developer hub app stopped working properly. I've done a total of 3 factory resets. I reinstalled all my accounts. Reinstalled every app on my computer for developing for the oculus. But the problem persists. The problem is: I connect the oculus through the usb cable to the computer. The hub detects it as usual. But 6 seconds into the future and it kicks the device right of the hub. It tells me: Device detected but unauthorized. Please put on your headset to confirm the USB Debugging dialog. Funny thing is, I allowed this already. I have to restart the device to see this window pop up again. It's on always allow for this computer. But the problem still persists. It kicks my device after exactly 6 seconds and I get the same message, over and over again. Lovely problem. Working already for 6 hours to resolve this problem, but can't seem to find anyone on any forum with the same problem. I haven't found a work around so if someone fi
I am trying to use a headset and a controller: pitch, roll, and yaw values in my latest application. I need very accurate values.I have measured the exact values of the rotation and compared them with ones from ovrCameraRig->CenterEyeAnchor->Euler rotation.Unfortunately, values do not match. For example, for headset pitch, the difference can exceed 10 degrees for 80 degrees. For degrees close to 90 the values look more than strange. Do you know how I can get the exact headset and controller rotations?
It seems to fail completely in scenarios where it could ignore errors. Example - GLB files produced using the Tilt Brush/Open Brush exporter have non-standard texture entries (URI's instead of local file references)Most apps simply ignore these values. The Spatial Editor fails to import anything.
Hello everyone,Headset: Pico 4 UltraUnity: 2022.3.49F1Meta XR Interaction SDK Essentials 69.0.1Pico OpenXR plugin 1.3.3Unity OpenXR Plugin 1.12.1XR Interaction Toolkit 2.6.3Xr Hands 1.4.3I try to test the new version of the SDK interaction for non Meta headset, it works very well with the controllers.When I want to go to the hands tracking, it appears well, the position follow up is ok, but when I close my hand nothing happens, no animations ???In Project Settings, XR Plug-in Management, OpenXR, I put the Hand Interation Profile and in All Features, I have the hand tracking substystm, pico openxr features and pico support activated.I really don't see what I forgot to do? Thank you in advance for your answers- Edit : If I deactivate the prefab unityxrcontrollerhands and let unityxrhands activated in unityxrcameraiginteraction, hand tracking works.Apparently, does that manage to properly pass controllers to hand tracking in an application?
The more updates that come to the quest especially with the new quest 3s, the more it’s becoming a primary device. Not “for a couple hours” or “every few days”. I’m talking more than phone usage daily. I’m picking up the 3s to watch tv, browse the internet, gaming was in the bag from day one, the updated panels albeit a little similar to the Vision Pro are almost flawless to use for media. Any app you want that’s not on the store you can get just sideload. It’s starting to become convenient. idk. We’ll see.
Hello, I'm sure I've done something wrong or missed something, but I'm trying to get my entitlement check working and I'm having a heck of a time. A bit of background:I've downloaded and compiled the latest Unreal Engine github forkI've built my project and it works and everything is compiling and happyI made a Game Instance blueprintI've tried to drag out an Entitlement pin, and Unreal Engine finds nothing.When I download the MetaXRPlatform (Version 65.0)The Engine starts up with this error:The 'OculusPlatform' plugin was designed for build 5.3.0. Attempt to load it anyway?and when I press Yes it gives me another error:The following modules are missing or built with a different engine version: OVRPlatform Engine modules cannot be compiled at runtime. Please build through your IDE. Do I need to compile something else somewhere? Please help! JP
I'm using Meta's fork of Unreal Engine 4.5.3 and I am using Interaction SDK.I tried to set up an actor to be grabbed, using the InteractionSDK, but whenever I pinch my object, the app crashes.The documentation is very vague on how to set it up, and I tried to copy the Hierarchy from the sample project, but I don't know what is causing the crash. I'm testing in a packaged app on my Quest Pro. The sample project does work as intended.I just added a BoxCollision to the actor IsdkInteractableWidget, and as a child to the BoxCollision, I added IsdkGrabbable component. As well as a IsdkGrabbableAudio.The widget does work with hand to poke and do raytrace interactions, so I am confident in the IsdkHandRigComponentRight and Left components.
Hi there - Recently I've been having trouble getting live link data through to my rigged character. As of earlier this week face eye and body tracking we working as expected, but suddenly and without changing anything I've been getting "Can't evaluate frame for 'Face' and 'Body'" A few days ago these were working fine. Occasionally restarting my computer allows both Face and Body to work as expected, but more often than not, only the Body will work and not the face. I've been running it in VR Preview for UE 5.3 without changing any project settings, it just stopped working. Any advice would be greatly appreciated!
I'm trying to find the official oculus and oculus store logo asset files (complying with https://developer.oculus.com/distribute/publish-brand-guidelines/) but it looks like the zip folder with all logos that oculus used to have available on their documentation is no longer there. Does anyone know where I can find those files and does anyone at Oculus know that this is no longer available?
Hello everyone, I had issues with the META XR v65 simulator for the past few days. The problemWhen I start the simulator using the official META examples (e.g. the interaction examples) or create a scene from scratch, I am not able to see the hand meshes or even interact with the objects. The only things that can be seen are the virtual controllers. NotesTo view the meshes from the simulator I followed the guide: https://developers.meta.com/horizon/documentation/unity/xrsim-hand-tracking I'm trying to use the hand interaction without the META Link, so I am trying to use the virtual hands with the 4 available positions:- for aim- for poke- for pinch- for grab I also tried to add the RightHandSynthetic and LeftHandSynthetic GameObjects inside OVRInteraction>OVRHands and connecting them with the hand Modifiers, but nothing changes. ------ Did I forget something? Should I add some Gameobject in particular?Any suggestions?
I'm trying to identify when the headset is a Quest 3 in a legacy game, made with Unity 2019 and the now deprecated Oculus Utilities (v1.71). I'm trying to avoid a major engine version upgrade, as this is a released product.The utilities' plugin seems to misidentify the Quest 3 as if it were a Quest 2, according to the assigned SystemHeadset. Adding the "eureka" tag as a supported device type to the android manifest (as the newer versions of the plugin do) has it return "None" as the SystemHeadset instead.Is there any way at all to identify the headset without upgrading plugins (and therefore engine version)? I don't need to access any new features, just be able to tell it's running on a Q3 so that I can hook my custom logic to that.Thanks.
The Casting window has the round black bars around, which I think it's because of the lenses..But, we have the option of Cinematic 16:9, which should be a rectangle like image, not only the windowIs there any way to get rid of the borders that keep showing? Like they're stabilizing the image without actually doing it.Here's a link of a clip I created for example
Hello,In Meta Quest device, I can disable the "Create Guardian Boundary" popup in Settings but it's a bit annoying. I want to disable by code.So in Unity, do you know any code to disable the "Create Guardian Boundary" popup when I open the app? I apologize if there has been a similar topic before.
We all know that the old VR plugin system is deprecated. It's only a matter of time before the XR Management plugin will be the way we develop experiences on Oculus hardware. I've been using it for a prototype recently and so far it seems like there is no way to access Oculus platform-specific functionality at the moment.I wanted to get the nicely articulated Avatar hands+controllers for my project, but it seems like there is no way to get them working without the old Oculus SDK in use rather than the new plugin.Would also love to be able to use the hand tracking.Has there been anything revealed about how this is going to work going into the future?Or if there is a way anyone knows to get those nice controller+hands to work with the new XR plugin system, I'd love to hear about it!
A while back my oculus quest 2 stopped working only showing a black screen and when I go into the meta horizon app I find nothing wrong so I try the trouble shoot menu and it says my quest is locked, I click on my profile in the meta website, it says I haven’t done anything wrong, I try to reach support but I can’t because my serial number doesn’t show any results for my quest, I just need help so that I can reset this garbage sell it and buy something that is actually useful.
I want to launch a messaging app installed on MetaQuest3 from an app developed with Unity. I couldn't open the app with the following code, so I would like to ask if you have any ideas. string packageName = "com.facebook.orca"; try { AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageManager = currentActivity.Call<AndroidJavaObject>("getPackageManager"); AndroidJavaObject launchIntent = packageManager.Call<AndroidJavaObject>("getLaunchIntentForPackage", packageName); if (launchIntent != null) { currentActivity.Call("startActivity", launchIntent); Debug.Log("Startup successful: " + packageName); } else { Debug.LogWarning("App not found : " + packageName); }
How would you create a grabbable that gets stuck on world geometry and heavier physics objects?
Hello everyone, my problem is that the room mesh doesn't update. I want the room mesh to be updated, everytime my application is started again. However, it seems like the mesh loaded from the first time is always reused and doesn't update, even when I update the application. How I update: I build an AR app (.apk file) on my laptop with Unity and deploy it to my Meta Quest 3 headset, which overrites the previous .apk file. What I see: a flickering mesh all over the place of the "original room", even when I go to a neighbouring room, it shows the mesh of the first room (it's like looking through a wall). I followed the set up instructions and my "Hello World" and first tries worked properly.For my current version I am Using the following building blocks: Camera RigPassthroughScene MeshMR Utility KitScene DebuggerAs you can guess I am quite new to Meta Horizon Development. I've been stuck on this problem for quite a while now. Any tips/advice/recources to res
I'm trying to instantiate both a SnapInteractable and SnapInteractor from code. After both objects are instantiated, I want to then attach the interactor to the interactable.Here's a demo video to demonstrate what I'm going for: https://www.dropbox.com/scl/fi/zcpshr4bjw2okacy0ae29/2024-03-13-at-12.49.17.mp4?rlkey=so0s0r316vykvir8u0eq743ja&dl=0The only way I can get the interaction to occur is by using my hand to grab the interactor, and place it near the interactable.I've tried setting the position via code (hoping proximity would trigger a snap interaction), but no luck.I've also tried using the following code but no luck there either.interactable.AddSelectingInteractor(interactor);interactor.Select(); Any ideas?
Hi!In recent versions of UE I cannot pack a simple Backdrop with a skybox.Please, can somebody guide me on how to do something as simple as adding a Skybox HDRI image to my scene and package it using UE 5.4?? Thanks in advance!
A little guilty posting two questions in as many days, but worst case others may find them on a search and hopefully stop a future question. I am still following the hello world tutorial on the meta site, and instead of describing how to install these plugins ( which if i recall they used to walk new users through ) the new setup project tool does it for you.. awesome if it worked for me! ( and it configured 10 other things which is a massive improvement so very cool tool ) i get these two left behind, that the tool couldn't do. "either the oculus xr or openxr plugin package must be installed through the package manager""The XR plug-in Management package must be installed"My old friend google isnt helping, so started looking for the plugins in the Unity asset store, but again no such luck.. Anyone got any ideas what they are so I can manually install them myself, or what may be blocking the tool doing
Meta XR Simulator doesn't connect to Synthetic Environment Server (SES) in Unity 6 Preview (6000.0.0f1) (on Windows 11) in Play mode.But it works if Build and Run. In this case there are two windows: Meta XR Simulator and the Game window.Why is that, could I fix it on my own or have I to wait for Meta SDK update?
I'm wondering if anyone here has experience or insights into how I can retrieve the battery level of the headset and controllers programmatically?I've looked through the Oculus documentation and various forums, but I haven't found a clear solution yet. If anyone has tackled this before or has any pointers on where to start, I'd greatly appreciate your help!
Greetings,I work with a charity called First Step Trust ( https://firststeptrust.co.uk/ ) using Virtual Reality programs to help provide work skills to individuals with mental health difficulties and other obstacles getting into the workforce. Currently our main focus has been with garage skills but we were hoping to expand our selection of programs to include construction site work. To that end I have been looking for models of construction vehicles with included animations and parts to use in the program that the users can drive around in and use to modify the site. We have a unreal developer that will be able to handle to programming side of it but have not had any luck finding working models for the vehicles themselves. I was hoping someone here would have an idea of where such a thing could be found, I would appreciate any suggestions anyone can offer.Kind Regards,
Hello, setting ovrManager.isInsightPassthroughEnabled = true works great and turns passthrough on, and setting it to false turns it off. but doing it over and over again, my app crashes at some point (sometimes on the first try sometimes on the tenth). I'm building with unity and I have no problems when trying the feature in playmode over a link cable. However the problem occurs when I build and run on the quest 2. any idea or pointers?
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