I cant make the window MetaXR Simulator appear in Unreal.I followed the
tutorial
onhttps://developer.oculus.com/documentation/unreal/xrsim-unrealbut the
window does not appear, so I cant enable it. Anyone knows how to solve
this?I tried using the ful...
Hi. Are avatars inside Unreal available? They said this feature would
release this year but no annoucement yet. Did I miss something or there
isnt anything? Any idea when will come?Thanks
Anyone know how to migrate the project from
githubgithub.com/oculus-samples/Unreal-HandGameplayto the Unreal 5.1
branch from meta?In the meta site it saysTo migrate a C++ project:
Modify your project's build.cs and replace any Oculus modules with
Ocu...
I managed to install the sample. I took a look at it. I understand the
idea but no matter what I tried, i cant start a project and develop
spatial anchor from start.I would like to start a simple project from
zero to understand it better.I have an ac...
In the last release from Meta (v42) i cant open apps that used the
OPENGL ES3.1 option. If I disable it and enable Vulkan it works. But i
need OpenGLES.Anyone having this issue?the app with opengl simply dont
open, it stays on the splashscreen and th...
I think you can set a passthrough to be overlay on top of everything
when you want. This way you can send a analysis to image recognition and
then go back to the experience. But yeah... too much hassle...
if you can send the project i can take a look (I use Epic version 5.3.2
with MetaXR v64).I remember, try taking a look at the Color Space in the
Meta XR plugin. If its "Meta quest" try changing to "p3" or something
similar
Also, put the passthrough component at the root of the vr pawn (dont
make it the root (i dont even if it can), just put in the root). it
looks its on the camera component