[META QUEST 3] Bypass the "you've moved too far" popup
Hello, I'm currently working on a unity app for the meta quest 3 using spatial anchors in mixed reality with passthrough. I use them on a large zone, however I can't reach them without having this "you've moved too far" popup that I have to close if I want to see my app again which break the immersion. Is there a way to disable it? Thanks for your help!6.5KViews1like19CommentsMeta XR Audio Plugin for FMOD Setup
I am trying to follow this page: https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-fmod-req-setup/ But it's leaving out a pretty important step when it comes to Quest development. There's a section called Copy the plugin to the Unity Project Which links to a page from FMOD, that has nothing to do with the specific Meta plugin setup. I have FMOD working for Windows, but specifically for Quest I get an error the plugin is not loaded 06-13 12:25:58.205 2686 2743 E Unity : SystemNotInitializedException: [FMOD] Initialization failed : Loading plugin 'libMetaXRAudioFMOD' from 'liblibMetaXRAudioFMOD.so' : ERR_FILE_NOTFOUND : File not found. 06-13 12:25:58.205 2686 2743 E Unity : at FMODUnity.RuntimeManager.get_Instance () [0x00000] in <00000000000000000000000000000000>:0 I attached a picture of my FMOD Settings, the location of the plugin, and the plugin inspector. Where the documentation falls part, is what do I put in the FMOD settings that it correctly loads the plugin on Quest?1.1KViews0likes1CommentPrevent Hands from going through table.
Hi, I am using the Unity Movement SDK to controle an Avatar in my unit scene. I want the player to sit in front of a table in real life and place his hands on it. In VR, the hands should also be on a table. I can roughly adjust it so that the hands are on the table. The only problem is that there are always small inaccuracies when tracking and the AVatar's hands keep disappearing into the table. Is there a way to prevent the hands from sliding through the table and always lying on it?660Views0likes1CommentUnity Editor keeps crashing because Meta XR SDK is using up all system memory
I'm so confused! I remove the package, and my system memory is back to normal, but as soon as I reinstall it, after ~5 minutes, my whole PC crashes because both my System and virtual memory are full. Does this happen to anyone else? Thanks!812Views0likes2CommentsMeta XR Simulator - Left Hand does not receive controller button input
Hi! I wanted to explore automated testing on our app. I was able to get the Meta XR Simulator up and running, including connection with IRL quest 3 and it's controllers. Here is my problem: no button/touch interaction on the Left controller is represented on the left hand, both using mouse&keyboard input in mXRsim, as well as input on connected IRL Quest controller. At the same time all of those inputs work correctly on the right hand, both from Right controller and from mouse&keyboard. (button/touch interactions = triggers, buttons, button touch surfaces, ect.) Tracking on Left Hand (using IRL quest controller) works correctly. To check if there is something wrong with our unity project I: - tried similar interactions with WMR Mixed Reality Portal which has built in simulator - both hands button interactions are working - tried installing mXRsim on old XR Interactions Toolkit (2.5.2) sample scene - same issue as in our project - Left hand button interactions do not work, right hand interacts with a scene just fine. I do not see any errors in console indicating problems with input system. I am using Unity 2022.3.14, OpenXR and Meta XR Simulator v65 installed via Package Manager.1.9KViews0likes4CommentsUnity 2021.3.6 Vulkan 下使用ReadPixels截图失败
我用的Unity版本是2021.3.6 我想实现局部截图的功能,通过下述这个方法 public static void SaveRenderTexture(RenderTexture rt, string folderName) { var saveDir = Application.persistentDataPath + "/" + folderName + "/"; if (!Directory.Exists(saveDir)) { Directory.CreateDirectory(saveDir); } var prev = RenderTexture.active; RenderTexture.active = rt; var png = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false); png.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); var bytes = png.EncodeToPNG(); var pathNow = saveDir + DateTime.Now.Ticks + ".png"; var file = File.Open(pathNow, FileMode.Create); var writer = new BinaryWriter(file); writer.Write(bytes); file.Close(); Object.DestroyImmediate(png); RenderTexture.active = prev; } 1.在Vulkan的情况下打包到Quset 截出的图片只有显示下面一半或者部分,其余部分是黑色的但编辑器模式下该功能是正常的。 2.用OpenGLES3也能正常显示,但会导致其余的模型渲染层级不对,部分模型没有显示,unity提示“Symmetric Projection is only supported on Quest 2 and QuestPro with Vulkan and Multiview.” 似乎在我的项目里Vulkan和OpenGLES3只能选一个或者有冲突,请问您知道原因或解决方法吗395Views0likes0CommentsVirtual Keyboard
I have a problem using the meta sdk virtual keyboard in Unity. When the OVRCameraRig is set to Eye Level, the Meta SDK virtual keyboard works fine. However, when it is set to Floor Level, the raycaster and hands don't work properly when pointing at the keyboard. If I press on the canvas or other objects, the raycaster and hands are positioned correctly, so I believe the problem lies in how the keyboard's inputs are set.Solved1.2KViews1like2CommentsLeaderboard / Achievement Testing
I'm probably asking a repeat question here. In the event this matches a similar ask - then there must be an answer. Scenario: I have integrated META Platform SDK into my VR App being developed in Unity Engine. 1. Latest Platform SDK integrated in App check 2. Leaderboard Setup including setup in Unity check 3. Test users created check 4. Test from Editor check and validated 5. Signed in with test user account on Quest2 Device check 6. Build to device using Android 12 API level 32 check 7. Leaderboard score test on device (FAILED!!!!!!!!!!!!!) Can someone tell me what I am missing please 🙂3.7KViews0likes1CommentDropDown Interaction issue
Hi, We are facing an issue where the UI TextMesh Pro dropdown interaction is not working, but other UI elements are functioning correctly. Consider the following scenarios: Scenario 1: We have a screen space overlay canvas that is converted into a world space canvas at runtime. Methods used for UI interaction: Ray interaction. Collider surface for interaction. In this scenario, the UI dropdown is not working. Scenario 2: We have a direct world space canvas, and using the same methods, the interaction works fine. Please help us to resolve this issue. FYI - we are using the meta sdk version 65.0.0 Thanks in advance.703Views0likes1Comment