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I am trying to find a way to use the capacitive sensors on the quest 3 controllers to register touch input. This would allow for faster taps (not having to press the buttons all the way, more responsive in theory). I couldn't really find anything about mapping the capacitive triggers outside of unity or unreal engine app development. How would I achieve this mapping for native apps and apps sideloaded via apks? Any pointers would be appreciated.ps. I am a software developer myself but I haven't done any projects on VR/MR development. However I know about android devices and went as far as flashing custom roms, rooting, sideloading, modding etc.
I seem to be able to update to the latest version of Core Meta SDK (v.69) just fine, but then after the Unity Editor restarts, the path to package cache is wiped and the Unity console endless prints the error below. Has anyone else experienced this and if so what was the solution? I am going to try adding an environment variable to see if that has any effect, but any help or feedback is appreciated. There was a path set here prior to updating but it is blank with no option to add a path after updating and restarting the editor.
Steps to reproduce: Quest Pro (factory reset), probably any version of Unity (tested with 2020.3.48f1, 2021.3.20f1, 2022.3.2f1), XR Plugin Management > Oculus, Oculus Integration 54.1, Oculus App > Settings > Beta > Developer Runtime Features ONOculus Link & Unity Editor crashes on Play Mode with a fresh project (settings described above).Disabling Developer Runtime Features in the Oculus App fixes the issue. However, this is not an acceptable workaround for developers who need to make use of these features.Thanks!
Hi, I'm working with the Meta XR Audio plugin for Unity v69 and everytime I start baking acoustics for the current scene following exception occurs. Is there any workaround? Is the baking process finished before the exceptions is thrown?: System.NullReferenceException: Object reference not set to an instance of an objectat MetaXRAcousticSerializationManager.BakeAcousticsForScene (UnityEngine.SceneManagement.Scene scene, System.Collections.Generic.HashSet`1[T] sceneGroups, System.Collections.Generic.HashSet`1[T] geoPaths, System.Collections.Generic.HashSet`1[T] mapPaths, System.Action OnStart, System.Action OnFinish) [0x00174] in .\Library\PackageCache\com.meta.xr.sdk.audio@69.0.0\editor\MetaXRAcousticSerializationManager.cs:266at MetaXRAcousticSerializationManager.BakeCurrentScene () [0x00001] in .\Library\PackageCache\com.meta.xr.sdk.audio@69.0.0\editor\MetaXRAcousticSerializationManager.cs:51at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Refl
Hi guys, I’ve been trying to debug unity with meta quest play mode without any luck. I’ve followed the instruction at the webpage https://developers.meta.com/horizon/documentation/native/android/mobile-passthrough-over-link/but still after setting up the link and entering play mode within the app the world around me appears black. Is anyone able to help me?My project has an XR origin correctly set up and all the game objects needed to make it work, If I deploy the build inside the meta quest it works just great but with link I don’t have passthrough. I need it to debug some AR feature that I can't test inside the editor, can anyone give me an hand?
Hi is the Meta XR Simulator supported on Mac OS? Thank you,Andy
I created an addon, I want to attach several DLCs to it.For example, I have an item with the SKU "Ball Pack", I want the user to get access to a set of elements when purchasing it - Ball1.fbx, Ball2.fbx, Ball3.fbx.But the documentation only mentions uploading one file
I have been working on a MR project that uses the Meta SDK ver 67 with Unity 2022.3.24.It is a game where insects are spawned on a tracked table in the room (space setup is done with only 1 table in the room).Everything was working perfectly a few days ago suddenly when on Oct 3, 2024, the insects are no more visible. I have debugged in many ways and there are no errors, and everything is working as expected and insects are spawning in the build too - but just not visible.Also, the insects are visible when I test it in the play mode in the editor with MRUK room prefabs.I think it has something to do with the headset update as before Oct 3, I was facing an issue where my ray pointers from hands or controller were not showing that round cursor on the UI and was offsetting somewhat behind the UI, I guess. So, the day when the insect not visible bug came, this raycast issue was also fixed in the headset and I have not encountered it since.
From Meta XR Core SDK v63, the "Changes to OVRPlugin detected" dialog appears even without any plugin changes. I discovered that OculusProjectConfig.asset contains hashes of the plugin's FULL PATH from v63. This means that simply moving the project or sharing it among team members triggers a false "Restart Unity" dialog.From OVRPluginInfoOpenXR.cs: string md5Win64Actual = GetFileChecksum(Path.GetFullPath(PluginRelPathWin64)); string md5AndroidActual = GetFileChecksum(Path.GetFullPath(PluginRelPathAndroid)); v62: private static string GetFileChecksum(string filePath) { using var md5 = new MD5CryptoServiceProvider(); byte[] buffer = md5.ComputeHash(File.ReadAllBytes(filePath)); return string.Join(null, buffer.Select(b => b.ToString("x2"))); } v63: private static string GetFileChecksum(string filePath) { using var md5 = new MD5CryptoServiceProvider(); byte[] buffer = md5.ComputeHash(File.ReadAllBytes(filePath)); byte[] pathBuffer =
Whenever I set fixed foveation rendering level based on how it's described in this article: https://developers.meta.com/horizon/documentation/unity/unity-fixed-foveated-rendering, I can see in the meta quest developer hub performance analyzer that the level gets set for a single frame before resetting to 0. I even tried setting the level every single frame in the Update() function, and I made sure dynamic foveation was disabled, but it still fluctuates between 0 and the level I set (picture below)... Has anyone successfully permanently set fixed foveated rendering levels here?
I'm probably asking a repeat question here. In the event this matches a similar ask - then there must be an answer. Scenario:I have integrated META Platform SDK into my VR App being developed in Unity Engine. 1. Latest Platform SDK integrated in App check2. Leaderboard Setup including setup in Unity check3. Test users created check4. Test from Editor check and validated5. Signed in with test user account on Quest2 Device check6. Build to device using Android 12 API level 32 check7. Leaderboard score test on device (FAILED!!!!!!!!!!!!!) Can someone tell me what I am missing please 🙂
Hello! I'm working on a MR experience and would like to apply a passthrough surface to the walls of my room. On this passthrough surface Id like to gradually fade the passthrough effect so that the ceiling and top portions of each wall show digital content and the lower half of the room displays the physical space.Right now Im using a stencil shader attached to the ceiling to display content which you can see in the photo below. Basically instead of the hard edges on the stencil mask attached to the ceiling I want it to gradually fade into passthrough. Im pretty new to creating custom shaders so any advice on this would be greatly appreciated!! Thanks in advance.
Hi. I have two long term projects and I’m looking for some VR devs to hire. Any idea where I could find them? Advice on how to assess their skills ? Etc. first time in the space. Any advice would be appreciated
Hello to the entire Meta community, I would like to share a situation that affects us as developers. We recently received two 1-star reviews for our app, without any comments or explanation. This leaves us perplexed, especially since all our other feedback is very positive and comes from identified customers with whom we work closely. They all left 5-star ratings, testifying to their satisfaction. We ask ourselves several questions: Why is it possible to leave a rating without comments? Why can't we know who left these anonymous reviews, and how can we remedy them?And above all, how can we prevent such anonymous reviews, without explanations, from unfairly impacting the work of developers who strive to satisfy their users as best as possible?We strive to provide a quality application to our customers, and receiving this type of rating without being able to understand the reasons seems not only discouraging to us, but could also allow malicious people, or even compet
Hey there! I was creating a meta developer account, but Im getting issues in the step to "Verify Account" Im not receiving the SMS code sent to my mobile phone number (obviously my mobile phone number is good)Maybe someone is able to help me to unblock me in this step?Regards!
When using any of the newest SDKs for unity v68/69 the game scene moves uncontrollably all over the place but ONLY WITH HIGH GPU USAGE. This is the most interesting bug I had ever encountered, it can sometimes appear with 72hz as gpu usage is fairly low but skyrockets to all the time when using 120hz due to different gpu usage. Please take a look at it as its driving me crazy , thanks. I can provide all the logs I canhttps://youtube.com/shorts/6_L4EsU9SMY
My team is looking to deploy a private app with multiplayer. Initially we were going to use App Lab and the private keys feature... but I am not exactly sure how that works with the merge of App Lab into Meta's app store. Does App Lab still support private key sharing of an application?If not, our next plan is to try Meta Quest for Business to share the app privately, but I'm hoping we don't have to go that route...Any help is greatly appreciated. I wish Meta was more clear about the changes made to App Lab and how developers are supposed to handle it.Thanks!
Hey everyone, we have a new VR game coming out and with this launch, we wanted to update our assets within the Metadata.For some strange reason we cannot find the current Immersive Image Assets, nor can we change/upload new assets specifically for the Immersive Image Layers.Does anyone know how to solve this issue? We have created a new App Submission and everything with no avail.
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I'm encountering an issue with repositioning the virtual keyboard during runtime in my Unity application. The problem arises when using Floor Level as the Tracking Origin Type in OVR Manager. The virtual keyboard is automatically positioned at floor level, which makes it appear too far from the camera, and I am unable to move it to a desired position.I've tried setting a custom position for the keyboard, but the repositioning doesn't seem to work when the tracking origin is set to floor level. Interestingly, everything works as expected when using Eye Level as the tracking origin.Is there a known way to reposition the virtual keyboard when using Floor Level tracking? Any help or guidance would be greatly appreciated!Here’s a reference to the documentation I’ve been following: Meta Documentation: Unity Virtual Keyboard Custom Integrations
I am new and getting familiar with Meta XR Simulator and ran into a frustrating issue which I can’t seem to find any answers for. I have done a few tutorials on using the simulator. I can connect my Quest3 device to the simulator running in Unity and test my scripts using the interactions I have bound and I see the Game Objects I have added to my scene. The problem is that when I physically connect the headset and hand controllers and calibrate them, they don’t behave the way I expect them to. For example, when I move a controller around with the headset camera facing me, they don’t move around in the synthetic environment the same way. Moving forward and backward seems to work but left and right does not. Also, one controller seems to move more than the other for the same gestures. See the screen shot for a concrete example of what I see in the simulator when I hold the two controllers next to each other (thumb to thumb). They never move any closer than what is shown in the picture.Wh
Looking at the current Unity hand tracking docs:https://developers.meta.com/horizon/documentation/unity/unity-handtracking-hands-setup#hand-skeleton-versions It mentions the OpenXR hand skeleton can be selected in the OVR Manager instead of the OVR hand skeleton (since version 71 of the Core SDK). I can't seen to find this setting in Unity, and the asset store version of the Meta Core SDK is only up to v69.0.0, just wondering if there is something I am missing, is this something I can access now, or is this a coming soon feature?Is there perhaps a beta channel for the Core SDK?Cheers
I am posting here as it doesn't let me post in the the SDK forums.I am trying to understand how to use the Dictation feature of the Voice SDK in languages other than English. I think I can set the default to a language and maybe change the configuration? Not sure. Also how could I have more than one language active? I would like it to detect and understand different languages, or at worst be able to change from some menu setting at runtime.
Hello I need to develop a MR experience for working purpose. I am new to the topic. I have seen there are various way to develop a project, like Unity, WebXR ecc. Which one would you reccomend? If I develop the project on Unity can I create an application with limited access?Thank you in advance for the helpAlessandro
Hi there,I don't have much experience with OpenXR. I was wondering just briefly, is it possible to use passthrough via the OpenXR extension (XR_FB_passthrough) when using a Quest 2 Air-Linked to a PC. So the app will be built and running on the PC, the client HMD is the Quest 2. My issue is as the app won't be running natively on the Quest 2, can it still access the necessary camera via AirLink ? Or is it only possible to use this when developing for directly for Mobile/Android apps running on the Quest 2 directly ? Thank you.
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