I'm using Unity 2021.3.10f1 and Iām having an intermittent problem with
launching an app using Meta Avatars and the OpenXR plugin. Sometimes
when it launches it will not track hands until I hit the sleep button a
couple of times to reset it and then ...
I have created a 2nd camera in my scene so that I could stream the view
out to a server but my avatar is rendered without a head. Is there any
way to force the Oculus Avatar2 to also create the head? I've been
searching for options in the Oculus code...
I have the Meta Avatars working in a networked app on the Oculus Quest.
Now I want to get the raw bytes of the Avatar data retrieved from the
CDN so I can send them to a room server that can send this data out to
users on other platforms so that they...
Does the Oculus Remote Desktop have an SDK? I want to capture screen
images and send them to Oculus users, just like how Horizon Workrooms is
sharing the screen from a desktop user. But on the Oculus, my screen
captures are terrible compared to Horiz...
I am also experiencing this but I found if I switch to the legacy
OVRPlugin, it works every time. The setting is Oculus-->Tools-->OVR
Utilities Plugin and then select legacy instead of OpenXR. I have
several problems with the OpenXR setting but I hav...
I was able to get Eye Tracking to work in a Unity Meta Avatar sample by
changing the Foveated Rendering Method to Eye tracked. That solved the
permission messages. I don't know why this worked but it did. The
setting is in XR Plugin Management --> Oc...
Thank you! I was going crazy last night because my hands would be a few
feet away from where they should be unless I zeroed out both the
position and rotation. Here is the fix I applied to HandVisual.cs lines
128 and 129 in the latest package: _root....
This had a simple solution. I just needed to set the Active View in my
avatar prefab from first person to third person. Now my room camera can
capture my full avatar.