I'm rotating an object using Hand Grab Interactable in Meta SDK, that I
have constrained between -45 and 45 on the z rotation axis via Grab Free
Transformer component. When I'm rotating into a positive z value,
everything works as expected, and it gr...
Seeing as the PointerPose ray for hand tracking is very smooth, it would
be useful for development time-saving to use it with our own UI systems
(handling our own raycast physics collisions). However it seems to be
locked into Interaction SDK's UI sy...
I've tried using Scene with my room scan but objects below the floor
(20m) are still visible. If you're wondering "why" - I'm using a portal
effect, and I want to "hide" the portal VR environment outside of mixed
reality. I feel it should be obvious,...
I have an issue where when testing a passthrough app over Link in Unity
Play Mode (using Oculus/Meta SDK, not OpenXR), I get a black screen
instead of passthrough. Passthrough often works the first time after
connecting the headset or restarting the ...
Has anyone used Meta Body Tracking for motion capture and can advise how
to achieve this quickly using any built-in Meta scripts or samples? I
feel like there must be something as recording for animations is one of
the use-cases Meta themselves menti...
I am having this issue too with the white screen. Did you ever manage to
fix it? I am on Unity 6000.0.28, Meta SDK 71.I even tried disabling
dynamic resolution as suggested in another thread, but it didn't help.
Documentation provides no clues either...
Sorry if this is a dumb question, but how would you get the actual
SnapInteractable (and by extension the GameObject its attatched to) via
your script above? Is there a method to look it up via the ID gathered
in IInteractorView.Identifier ? Edit: Wa...
If anyone is reading this, the issue was because 'Enter Play Mode
Options' was selected in Project Settings > Editor. Unchecking it made
passthrough over link work again, every time.