Hi everyone,I’m building a Unity XR app for Quest 3 that populates
GameObjects via a PC API: in the Editor I populate my environment with
game objects, serialize them to JSON, then load that JSON in my Quest
build. To align virtual content with the p...
Hello, I am working on a mixed-reality application which requires a
precise tracking. This means that the virtual object should stay on the
physical position they were placed at all times (1-2mm shifting is fine
but not much more due to safety reason...
Hi everyone,I’m developing a mixed-reality application in Unity 6 that
demands highly precise tracking. The goal is to position virtual objects
at specific world locations and have them remain fixed reliably. My
current approach involves:Creating thr...
I am developing a mixed-reality game but I have stumbled on a weird
issue, the quest 3 controllers are going to sleep every 1-2 minutes
which is a real set-back for my unity game. I implemented a low
vibration which goes every second but this didn't ...
Hi everyone,We're currently developing a mixed-reality (MR) game for the
Oculus Quest 3, which involves physical movement within a real-world
space. To enhance immersion, we utilize the passthrough feature
extensively and need to disable the Oculus G...
I did try something similar: I used a static guid string to create the
group uuid, and then when I created the anchor, I logged it in the
console and got it’s uuid. Then in the editor I tried using the same
uuids, both for group and for the anchor bu...
I have started researched and experimenting with MRUK, but the lack of
clear documentation makes it a bit troublesome. Something I am about to
try in the next few days is, if possible, to extract the Depth API Room
Data and make a prefab out of it. T...
I did make a couple of tests and it seemed that one anchor causes more
regular drifting than having 3 anchors and using the middle point for as
a starting location. To be honest, there is a lot of randomness in the
anchors.Lasor Limbo managed to make...