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And also even those tutorials have been made in 1 year ago or something and the stuff they use doesn't exist anymore( The Components, etc from Oculus ). So i wonder if anyone could give me a tip if what i'm doing is kind of making sense.I wanna do movement( playing is stitting Or standing not roomscale) and also Handtracking and or the option of touch controllers too.. So i used this tutorial series here( i'm not done watching it i'm in part 3).Hand Tracking and Touch Controllers tutorials and then i used the tips from this page for locomotionhttps://circuitstream.com/blog/vr-locomotion/ And I dont know what the second thing meant by XR rig cause when i go to the GameObjectmenu/XR/ there's no thing called XR rig to select. So i didn't use that instead i just chose the Locomotion System underGameObjectmenu/XR/ So Summary isI included the prefab called "INteractionRIgOVR" which contained everything for Hands and was already set up completely as opposed to the t
Just wondering if there is an official way to disable interactor within the original scripts. For example, I don't want the poke to work unless the hand is pointing (grip button pushed, index not touching, and thumb doesn't really matter). I made a script that disables the interactor gameobject if the grip is not pushed but it seems like this is something that ought to already be built in. I'd prefer to use built-in if available because it seems that whenever I make my custom scripts then they always get broken with future meta updates.
Hello, I have a project in Unity with virtual reality, we are working on the project with Oculus Integration but I need to migrate to XR ALL IN ONE. What is the procedure?
Hello there, I work on a project that uses both the Oculus SDK and the Meta Avatars SDK. Now that the Quest has shifted to the new avatars, it seems we have no choice but to use the v29 Meta Avatars because otherwise users cannot see their most recent avatar in our app.We were alright with the idea up upgrading to the newer avatar version but the avatar SDK has a whole bunch of overlap and conflicts with the version of the Oculus SDK that we are using. So now we have to upgrade our Oculus SDK as well.The problem is that the new Oculus SDK has closed of some of the code that we had made an essential change to. Due to our multiplatform approach we had a small edit to the PointerEventData so that all of our platforms can use the same interface with the Unity UI system. This change is no longer possible with the new Oculus SDK. TL;DR1. It is not an option to keep using an older meta avatar SDK because users cannot change their avatar2. It is not an option to update avatar SD
Recently I've been experimenting with using OVROverlay to render the UI for my app as the quality is much better than what can be achieved by default with Unity. Since the app displays the controllers at all times, I tried using an Underlay to display the UI. The one issue I'm having is handling transparent spots inside my UI. So far, all of the examples with Underlays are displaying an opaque object and I can't figure out how to make it work with my UI. Here's how it looks.The first image uses an Underlay to display the UI, while the second is a regular world space canvas. The black background (1st pic) is a Quad with Underlay Impostor material. I understand that it is needed in order to render the Underlay but I'm having an issue with the empty spaces in-between that become filled. If I understand this https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovroverlay/?locale=en_US correctly, by using Underlay, I'm placing the UI behind everything else in the scene.&nb
Hello everyone,We are currently realising a VR app in Unity for an exhibition in a museum (Meta Quest 3). In order to make the interaction as easy as possible for the visitors, we do not use navigation and only gaze-based interaction with a small set of interaction elements. The whole application has already been tested and even inexperienced users quickly get to grips with it.As no controllers and no hand tracking are used, users do not have the option of opening the menu. Now to my questions, I have seen that Oculus for Business is being discontinued, hence the question - is there any experience with a kiosk mode and is there any documentation on this? And the second question, can I start an app via a network interface and ADB using a hardware button, for example?Thank you very much
Hi,I would like to assign two materials to the global mesh. Unfortunately, Effect Mesh allows to assign one only.Is there a way to do it via code in Unity? Anyone willing to point me in the right direction? Newbie here 😥Carlo
Hi I'm making a liver/driving handle interaction I want to add constraints such that it reduce the motion of grabbable object (need to add larger force to move the liver) Is there any inbuilt way in which i can achieve this ? I went through "https://developer.oculus.com/documentation/unity/unity-isdk-grabbable/#one-grab-transformers" it adds only specific angle/axis limits. Thanks in advance.Big_Flex
I really need help I have a meta quest 2 did I bought on Facebook marketplace with one controller when I went to set it up I was unable to because it says I need both controllers is there a way to bypass this so I can use my Oculus thank you
https://developers.meta.com/horizon/documentation/unity/tk-tracked-keyboard-samples/This sample doesn't work for Unity 2022.3.16f1, Meta SDK v67, Logitech MX Keys Mini for Mac, Pale Gray.Whenever I select the input fields, I couldn't type anything.This probably duplicated but because the previous issue has been marked as solved, I'm creating another onehttps://communityforums.atmeta.com/t5/Unity-Development/Tracked-Keyboard-SDK-can-t-type-to-the-input-field-in-the/td-p/968879
Hi all, I'm using the TrackedKeyboard sample scene (Oculus/VR/Scenes/TrackedKeyboard) to test the tracked keyboard SDK.I can connect my physical keyboard successfully and see it in the scene. However, I can't focus on the input field and type anything. Those are the issues I've encountered:* Clicking the input won't show the caret* After clicking the input, typing with the connected keyboard won't type anything into the input.* I can use the physical keyboard to interact with other UI elements in the scene (checkboxes, buttons)* If I check "Requires System Keyboard," I can use the system keyboard to type into the input. However, there is still no caret, and it seems like the input is not focused. Attaching some gifs to demonstrate the above symptoms:https://imgur.com/X0xKrzqhttps://imgur.com/fuMn0sOI've tried the solution that was suggested in this thread, but still no luck.Any ideas?
I try to develop application in quest 3 using unity engine, but when I use system keyboard in oculus it just work for virtual keyboard. When I click input field the virtual keyboard shows up, but when I try to type with my bluetooth keyboard that connected to my quest, it won't work for typing any more. any help?
Yesterday my Meta Quest Link app didn't open due to the error "Can't Reach Oculus Service". So I've tried to repair, reinstall the app and it didn't fix the issue. I was able to fix it deleting the RemoteHeadset.dll file as suggested in Actual FIX for "Can't Reach Oculus Service". Nevertheless, I can't connect my quest 3 to the PC App. My PC detects the device but the App doesn't. I've tried connecting it via Link cable or Air Link and both ways the app can't detect. Do you have any suggestions?Regards
Hello, Leaderboards have the option to enable "Send "Friend surpassed" notifications" via the dashboard. We are using the Leaderboard Server API to automate the creation of new Daily Leaderboards and we want to enable this paramter but the documentation does not list it. Does anyone know the name of the Notification / "Send "Friend surpassed" notifications" parameter for Leaderboard Server API?
So Hello My name is Kyle Dormen Im a 32 year old surgeon and i caught meta streling information cause i have a 10 year old daughter named Elise now i did a experiment which would make her get a account by herself with no parent and i did do that and here it says “meta thinks your not old enough send a ID” And i sent my daughters Passport trusting you to not steal the information and guess what it says your account is no longer facing whatever so you stole my daughters info to sell it and your machine thought she was old enough and your known to steel information. Meta I have heard people with the same problem 10 people and their daughters account was supervised by the parents or guardians as soon as they turned 13 they removed the supervision they dont need they are old enough then you say we have to verify your age to see how old you are by sending a ID which your known to steel information from and one thing to verify their age loot at their birth date cause my daughter wasnt o
My 10+ year old instagram got hacked and then it got suspended. This was my account for my woodworking business and I've never violated community guidelines. This is very disheartening. I've lost years of content, followers and my point of contact with potential clients. I want my account back
every time i try to upload my game it gives me the • The VRAPI library is not supported for applications created after 06-19-2024. Please refer to this post for more details: https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/ error, and i need help on how to make it stop. please help asap
Hello,I am developing a scene in which the player builds an object with different Lego pieces.I want to obtain a high level of realism, and for this reason I want to allow mistakes.The player must be able to grab pieces from different poses, and I have achieved that with HandGrabPoses.Now I am working at Interactions between pieces when they are built.I am using SnapInteractor for pins and SnapInteractable for straight pieces with holes.The user must be free to attach pieces from both sides, so I have added two different SnapInteractor, for each side of the pin.The problem is that Unity only recognise one SnapInteractor, and always snap the pin at the same side.The other SnapInteractor only works when the first SnapInteractor is disabled.
I have a problem creating the organization. Apparently, my organization already exists, which shouldn't be the case. Can someone help me with this? I need the account very urgently. Thank u!
I am currently using the latest meta SDK package 68.0. My Unity editor's version is 2022.3.49. I have finished most of the setup excepting really connect my unity with a VR headset I try to run my XR simulator inside my unity editor but the only thing showed up is the Synthetic environmentServer with a default room image (no UI, no controller just static image). I have finished most of the setup following the official documentation excepting really connect my unity with a VR headset. Is this the problem why I can not open it?? Pls help me 🙏 tks yall
Hello,on quest 3 and 2 with v.69 the app was working.In unity in playmode with latest sdk is working.Starting with V.71 update, when i call "IAP.GetProductsBySKU(skus).OnComplete(GetProductsBySKUCallback);" i get the following error:OCApiException code:10 application does not have permission for thisI'm trying to get my add-in price and information from the store.Is it only me?thanks
Issue Description: Hello Oculus Community,I've been working on a project that involves integrating the Oculus Voice SDK into my Unity application. I followed the official documentation and tutorials provided by Oculus (https://developer.oculus.com/documentation/unity/voice-sdk-tutorials-1) to implement voice commands in my VR experience. The development process went smoothly, and I successfully built the application.However, after deploying the build on an Oculus device, I encountered an issue with the microphone functionality. The application does not seem to be recognizing or using the microphone at all. As a result, users are unable to utilize voice commands within the VR experience.Here are some additional details about my setup:Unity version: Unity 2021.3.15f1Oculus Integration package version: 2020.3.16Oculus device used for testing: Meta Quest 2Steps I've taken to troubleshoot the problem:Checked the microphone permissions on the Oculus device to ensure that the application has
once i updated to V71, i connect my headset to my computer via link cable and the quest link software, it works well for a few minuets then a small lag spike makes my screen look very bouncy/like its falling behind where i look. I know this doesn't explain it well but compare it to a trail behind your mouse cursor and its always behind when you move it, like its trying to catch up. but once i got to quest home (link disconnected) its back to normal.I don't know if its my headset or my computer (my specs are a 2060 super, an I7 10900 and I'm on windows 11) or could be my link cable (not made by Meta but another source)Please fix this,Thank you
Hey,I'm confused. Should I be using a vanilla installation of UE and installing Meta OpenXR plugins on top, or should I be building the Meta UE source branch?Thanks!
Can someone show me how to get predictions threw via oculus? Or an adb command that gives prediction please let me know asap if you know how to get it, Thank you.
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