I have been getting the error below in my Unity 2022.3.11f1 project with
the Oculus Integration v57, Oculus XR 4.1.1 when I click "fix" on the
error "[Compatibility] Build Target (Unknown) is not supported" in the
Project Validation Tool as seen in t...
I have been getting the error below in my Unity 2022.3.11f1 project with
the Oculus Integration v57, Oculus XR 4.1.1 and v20.3 of the Meta
Avatars. I just created a fresh new project and only imported the above
and am already getting the same error w...
If you get "[Compatibility] Build Target (Unknown) is not supported" in
the Project Validation tool, just change the XR Management to OpenXR for
a moment, do a build, then go back to Oculus and that seems to
straighten things out. Hopefully this save...
Wondering if anyone here has seen this? I have an XR Rig that starts you
in the middle of an area in my app. When I changed the XR Management
from Oculus to OpenXR, that same XR Rig suddenly starts in a slightly
offset position from before, BUT only ...
For the few of us here who are using real time spot or point of lights,
the Meta Avatars now sort of support using the AvatarSdkManagerLibrary
in the body tracking input field (which BTW is odd that this is what
sets the shader). It is barely passabl...
Nope and I even opened a Ticket with Meta and they said to just
reinstall the Oculus Integration, but that never resolved it for me.
Really not sure what this is talking about. Very odd. Hoping someone can
provide some insights.
This too caused me some grief before I realized it was 2fa. Would be
great if the integration handled this as I think every developer should
have 2fa enabled. Maybe at a minimum the error can state that it cannot
handle 2fa.
I saw this on the 1.6.2 Release Notes."Memory metrics will be gated
behind system property debug.oculus.enableLiveMemoryProfiling in future
OS versions to save CPU performance" I guess this is telling us a future
version will restore memory usage? Ve...