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I’m facing two issues with hand tracking when using the MetaXR plugin (v68, also present in previous versions):1) GetSocketLocation() on the OculusXRHand Component does not return a value in an Android build.It does provide a valid and accurate value in PIE, but not when built to Android.Additionally, any OculusXRHand component spawned at runtime also doesn't function in Android builds.2) OpenXR GetMotionControllerData() does not return valid dataAll field just return the default struct values. This means I cannot get any Bone locations from Handtracking in a packaged Android build?Does anyone have a workaround for this? I would prefer to not use the OculusXRHand at all and just use the OpenXR data directly (as in point 2).
Hello there, I have a game with feature were every eye have a different color. For this feature I`m using post-processing. In Unity Editor all works good, but in apk build it has issue, when game started image starts render in a really bad way to total black screen.Here is video what is going on https://imgur.com/a/cbtvq5X
Why in URP only this two targets available? Cause I`m really need this feature for Eye per eye.
My router is a Netgear RAXE300. I do not see the option to connect to a 6G network in my Quest 2 wifi menu.I have been told to disable preffered scanning channel; but am not sure how. Every other setting is as NetGear said it should be to use 6G and Meta was the one that recommended disabling Preferred scanning channel.I notice my channel for 6G was set to a number with PSC after it. I changed it to channel 81 without the PSC but still cannot connect to 6G with my Quest 2.
Using UnityXRComprehensiveRigExample scenePointers are working - hand interactions are not. XRIT sample scene hand interactions are working correctly.Failed to suggest bindings for interaction profile '/interaction_profiles/microsoft/hand_interaction' with result 'XR_ERROR_HANDLE_INVALID'.UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Unity 6000.0.23OpenXR Plugin 1.12.1XRHands 1.5XRIT 3.0.6XRPM 4.5.0
I am currently working on a vr game in unreal engine 5.4 and yesterday I suddenly could no longer deploy my project to my quest 3. Even after going back to the backup from a week ago and deleting all files related to the project on the headset the apk would not get deployed properly on my quest 3. I also tried the Quest 2 and there it did not run either. A new project created from the VR template was working. As a last resort I changed the package name and suddenly everything was working again. I have no Idea what is going on and why the name is blocked on my headsets now. Only thing I did was deploying my project many times debugging an issue I currently had.In the log I get the following message:LogPlayLevel: UAT: Not connected, attempting to start file serverLogPlayLevel: UAT: Did not find package with activityLogPlayLevel: UAT: Trying againLogPlayLevel: UAT: Did not find package with activityLogPlayLevel: UAT: Failed to start Android file server for com.YourCompany.VR_WeaponsRoom,
Hi there,I am facing an issue with my mixed reality app since i switched from the deprecated Room Mesh Controller to the "new" MR Utility Kit. The problem is, that the app is not getting the room data of my scanned room and directly loading one of the fallbacks inside the app, so the room data inside of app is completly different to my real rooms data. The "funny" thing is, that the app is always asking if i wanna setup a new room scan or continue with the existing and showing me the correct room scan i did before, but after accepting the room scan it still not taking the scan inside the app and keeps loading one of the prefabs.first of all, i am using the version 64 of the Meta SDK, because in the newer version 65 the feature got even buggier and it is not even showing the general necessary room setup and continues to the app without any prefab room setup lolAnd for those ones, who say: "just deactivate the Fallback case with the Prefabs inside the MRUK Component" I did exactly t
hi! I am a part of a team developing a game for VR and i just got a Quest 2 to test development. I downloaded the Meta Quest Developer Hub app to my desktop and I cannot successfully log into my meta account via my browser. Whenever I click the button to 'Log in with a Meta account' on the desktop hub app, when it opens my google chrome browser it brings me to this error page that reads 'quest.meta.com redirected you too many times' (see screenshots) log in button error page that pops up I have tried to delete browsing data (cookies, history, etc) and it gets me farther into the process but when I finally reach the end of the log in process the same error screen pops up.. I get past two SMS code verification code screens and then when this one is loading it fails again and brings me back to the 'redirected too many times' error screen - if i delete browsing data I can get just as far over and over but never past t
Really hope Meta can see this as I cannot update any metadata for my app. Setting an asset and clicking save results in the following: GraphQL server responded with error 1675030: Error performing query.Error Code1675030Trace IDD56dQgYyQYY Please fix soon! thanks.
Hello, we are upgrading from the old avatars to the new v29 avatars. I have noticed that in all the demos for the new avatars, there is not a 1:1 relationship between the location of the headset/controllers compared to where the avatar places it's head and hands. For instance, in the "legsnetworkloopback" demo scene, if I start the scene sitting, the mirrored avatar will be standing and continue standing when I stand, not changing height at all. This means that I can be moving around a lot and it is not reflected at all in the appearance of the avatar... So in a networked environment, that means that if I point at a plant or something, other users will see my avatar at a different height from where I actually am and I will be pointing at something else.Request: Does anyone know a way to restore the relationship between the floor and the users head back to match that of the avatar? This discrepancy between the actual locations of the rig and the positioning of the avatar causes all
Hi,I've had a problem with making the stereoscopic option work for the splash in the OVR project config.My texture is formated correctly, background set to passthrough.When I build and run on device (Quest3) it just renders as a normal texture side by side, rather thanper eye as expected. Am I missing something in my build settings here?I'm running Unity 2022.3.20f1
Hi everyone, I'm trying to save a spatial anchor, but the method "var result = await anchor.SaveAnchorAsync();" is causing this error:2024/10/18 10:41:34.675 9468 9487 Error OVRPlugin [SaveSpaces] m_XR_META_spatial_entity_persistence extension is not supported. (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:18491)Also, the SaveResult is FailureUnsupported.I really don't understand what the problem could be. Can someone help me?
Think about how useful it would be if meta would add the ability to anchor a window fixed to your display, this way you can move around your VR space and have windows follow you without needing to grab and keep ahold of them, this would allow for users to enjoy watching media content and interact with their room while using this device, currently, it is impossible to be able to move around your room and clean while watching a video unless you are willing to work around the house with one hand w, please meta, make this feature for us, I have been waiting years for it.
Hello,I need to run the TTS locally as the device wont have access to internet where we use it. The TTS SDK uses wit.ai which means the need for an internet connection. Does anybody know how will it be possible to run TTS locally?
Has anyone encountered this problem? Why does an error occur when editing data and clicking Save?An Error Occurred!Send messageQuery error: An error occurred while executing the query.Error Code1675030Trace IDB/KoOEQWTQS,How to solve this problem?
Hello, I developed a simple Multiplayer App using Scene API and Passthrough. The players should be able to use the same objects in passthrough in the same room. The problem is that when one enters the multiplayer instance of the other the objects are not aligned and on completely different locations. Share Point Cloud Data is turned on.Could it be the problem that I have the same account on both glasses?
Hi people, just curious on your thoughts as to whether the Quest 3 is worth getting. A couple years back I used the Rift S, and while it was servicable I felt it came with a range of bugs and struggles. 'Cuz of life I haven't used VR in a long while, and am wondering if grabbing the Quest 3 would be worth it, as opposed to dusting off the old Rift S. (Are there specific add-ons for the Quest 3 I may need to buy to reach comfort levels similar to the Rift S?)
hey everybodythe ovr_User_GetLoggedInUserRecentlyMetUsersAndRooms() API cannot be found in the Unity V66 package, possibly because it was removed along with the Rooms API? now how can I retrieve RecentlyMetUsers
My unity app when played on two devices under the same account shows a message that that's not supported.It used to be supported in other apps i built. Is there a setting that needs to be turned on now?Im building sims for my college for multiple students at the same time to do this solo activity. Its not a multiplayer simulation. Thanks for any help you provide in advance.
I want to animate a gltf object manually.I get my object using something like "composition.getNodeByName("myobject_gltf")"How can I parse and modify the transformations of each node individually?
Hello, my daily reports are no longer coming in. I now only have reports up until the 13th of this month.Could you please advise why I can no longer receive daily reports via the Meta developers dashboard?I am a VR developer for the Oculus Quest.These daily reports are crucial as I cannot see what is working and what is not working in terms of marketing and makes it difficult to generate revenue for us all.I am very worried as I check these reports daily.Please advise.Many ThanksKrish
Trying to figure out why the app at https://developers.meta.com/horizon/documentation/spatial-sdk/geo-voyage-overview shows as unavailable in my region. It's literally one of the demo apps from the SDK.If I try to access it from my location I get a dialog popup showing: App not availableThis app is not available in your region.
Hello! Can you please tell me how to install hand controllers on Quest 2. Adding OVRControllerDrivenHands component to OVRInteractionComprehensive did not help.doc Hands are not displayed in the examples either. I tried in versions 65 and 62
I saved the anchors' uuid in the playerprefs after creating them - it's getting created successfully. Then, I tried to load the anchors in the same session without quitting the app (my use case is to visually clear the anchors after saving and loading them on the user's command) - the resultant anchors-array from LoadingUnboundAnchors is NOT null but it contains only anchors from last session. Once I quit and reopen the app, the anchors are loading successfully. I want to load them before quitting the app as well (I mean in the same session). Any ideas on why this is not happening?? Or any suggestions on how to implement this? OVRSpatialAnchor.LoadUnboundAnchorsAsync(loadOptions).ContinueWith(anchors => { if(anchors == null) { Debug.Log("Anchor Sample: Load anchors failed with null result."); } Debug.Log($"Anchor Sample: anchors available {anchors.Length}"); //length is zero if loaded in the same session or it is equal to the number of anchors created till the last sessio
I am getting the following errors when trying to add the new Meta Avatars SDK Sample Assets to a clean project using Unity 2022.3.22f1: Assets\Samples\Meta Avatars SDK\29.7.0\Sample Scenes\Scripts\UI\UILogger.cs(367,17): error CS0246: The type or namespace name 'UIInputControllerButton' could not be found (are you missing a using directive or an assembly reference?) Faild to find entry-points: Assets\Samples\Meta Avatars SDK\29.7.0\Sample Scenes\Scripts\UI\UILogger.cs(367,17): error CS0246: The type or namespace name 'UIInputControllerButton' could not be found (are you missing a using directive or an assembly reference?) What steps can I take to resolve errors?
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