Immutable folders in Interaction Packages
I have a lot of issues with immutable folders in the new Meta SDK packages. I tried different things to but the error keeps coming back in different projects. I first installed Meta Core SDK, I installed 4 building blocks. XR rig, passthrough, controller and hands building block. After this I imported the Meta interaction SDK and get this error: Saving Prefab to immutable folder is not allowed: Packages/com.meta.xr.sdk.interaction.ovr/Editor/Blocks/Interactors/Prefabs/[BB] Hand Ray.prefab UnityEditor.EditorApplication:Internal_CallGlobalEventHandler () This is driving me crazy, I tried different ways, even deleting the packagecache but it keeps coming back.Solved7.6KViews3likes9CommentsOVR Plugin failure for detection space / importing Room-Data into Unity
Since you, MetaStoreHelp, are clearly ignoring my post in the Unity VR Developer forum and my direct messages as well, I will ask this here again: I want to use the Room-Setup feature from the Quest 3 in Unity in Mixed Reality. I get an error for importing the transform-data for the gameobjects of the Quest 3-defined room in Unity. All of the walls and room objects are at (0,0,0) with no additional rotation and I get this error: [OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11831 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302) It seems to be an issue that is unique to my PC, but I can not figure out why and where the issue is. We tried the same scene and multiple other with the room model or the new MR Utility Kit in it, and we don't know what is different in my system. We already tried uninstalling all of Unity, Meta and Oculus desktop and cleaning the registry / Appdata. It works on different PCs with the same Headset, it also works on different PCs when I am logged in into Unity and Oculus Desktop. We also switched out the Cable, the Headset and the USB-C port. We also deactivated all of Windows Defender and disconnected the PC from the Web. Everything needed in Unity is activated, as well as Developermode on the Quest and in Oculus Desktop. This should not be the issue, since the same project works on other PCs. The Setup is: 13th Gen Intel(R) Core(TM) i9-13900K 3.00 GHz 32.0 GB DDR5 Nvidia RTX4090 Windows 10 Pro Version 22H2 OS build 19045.3930Solved7.1KViews0likes11CommentsUnity unable to find libaudiopluginoculusspatializer
Hello there. I keep having this error appearing in Adb Monitor's console after removing the GearVr and put it on back again. In that exact moment, the game crashes ("Application closed unexpectedly") and this is the only error line that appears. We have never needed this libaudiopluginoculusspatializer before, and had no problem after putting the GearVR back on, that is why I find this error kind of sudden. Could any of you tell me where can I find this libaudiopluginoculusspatializer or give me any hint? We are currently working on Unity 5.3.6p4. Thank you very much in advance.5.4KViews0likes7CommentsImporting Oculus integration into unity gives "does not exist in the namespace 'Net'
Hi Guys, I'm just trying to get started using the Oculus SDK but upon importing Oculus integration into my unity project 2019.4.8f1 I get 8 Assets\Oculus\Avatar\Samples\SocialStarter\Assets\Scripts\P2PManager.cs "does not exist in the namespace 'Net' errors for things like Connect, Close etc. It doesn't do this in a fresh project so obviously something specific to do with mine. I have tried installing my main packages into a fresh build and then installing Oculus Integration and it doesn't give these errors. But I'm not really sure what might be causing this, any ideas? Help is appreciated, searching around yields zero results of someone having this same error that I can find.Solved5.3KViews1like3CommentsOculus Integration 42 - Error - DllNotFoundException: InteractionSdk
Hi, I've installed the new Oculus Integration asset from the asset store (V42) to try the new hands interaction 2. I set up my XR Plug-in management to Oculus (both on Windows and Android) Yet, when I run (in the editor) one of the Interaction example scenes I get an error for a missing DLL I tried several Unity versions and few different projects. Any idea? Thanks5.2KViews2likes5CommentsHey META we need to improve the way updates of the SDKs are made
First of all thank you Meta for the hard work to improve the SDK with a lot of frequency BUT can we please find a way to make the SDKs updates less horrible? 50% of the time after an update from the package manager something breaks in the project, and I dont mean incompatibly, I mean stuff with the packages, library folder etc I was so excited to try the new Depth API with v67, but I had to rollback everything to v66 because I couldn't get rid of an error not finding OVR Input. Its amazing to have a rapidly evolving environment for Quest but please lets make this in a better way, starting by updating the version number on ALL packages, make it as easy as update the main package and that it updated all the dependencies.5.2KViews5likes15CommentsUnity5 development and building a game error
Hi there.. when I build and package a game I have develop in unity5, it does create an exe file.. which is correct.. I have the oculus CV1.. in general setting of the oculus application I have tick the "unknown source" tab and I am trying to run my game.. On the oculus, it gives me an error called "unity.exe is taking a while to load...." is there any way to solve this.. please help.4.5KViews0likes17CommentsDeveloper Distribution Agreement?
Hello, I have developing a game with Unity Engine for Oculus Rift S. When I use OVR Platform tools i get a error message (SS1) that tells me i have to agree developer distribution agreement but i couldn't find such a thing. Could you help me? SS1 unity 2019.4.1f1 Ovr plugin 1.52.14.2KViews0likes7CommentsMeta Quest Pro: How to use Eye Tracking with Oculus Link in Unity
Hello! I have a Meta Quest Pro pro device and am interested in using the eye tracking feature over Oculus Link on a Windows host machine while developing in Unity. However while I'm able to get hand tracking working over Oculus Link - the eye tracking fails to initialize even with permissions enabled. This is a scene that works as expected when deploying an Android build to the device directly. It logs this when trying to start the app with the Oculus Link: "[OVREyeGaze] Failed to start eye tracking." When adding log statements in the project I see that the "OVRP_1_78_0.ovrp_StartEyeTracking()" function (and therefore "OVRPlugin.StartEyeTracking()") is returning a failure but I'm not sure how to see the error: if (!OVRPlugin.StartEyeTracking()) { Debug.LogWarning($"[{nameof(OVREyeGaze)}] Failed to start eye tracking."); return false; } I've seen other posts displaying beta eye tracking support in the Oculus app but I no longer see those options in the latest version of the app. Is it still possible to do eye tracking over Oculus link? Are there extra steps required to enable it? Here are the versions of my software and packages: - Unity Version - 2021.3.16 f1 - Oculus App Version - 53.0.0.98.132 - Windows Version - Windows 11 - Unity Oculus XR Package - 3.2.2 - Unity OpenXR Package - 1.5.3 Thank you!3.2KViews1like1CommentOculus CV1 in Unity Editor Not Working
Hello, I've had the CV1 headset of Oculus for a couple weeks and I've had the issue where I cant use it in the Unity Editor. Previously I had been using DK2 and everything worked perfectly, but with the new headset I get the error message "[VR Device] Initialization of oculus device failed". The only way for my to test any changes I've made in my scene is by building the .exe and running it which is annoying. Is it not meant to work in the editor anymore or have i missed a step? My current setup is: Unity 5.3.4p4 Oculus SDK for Windows v1.3.2 Oculus Utilities for Unity 5 v1.3.2 OVRPlugin for Unity 5.3 v1.3.2 As suggested in the OVRPlugin documentation I have deleted Unity's contents in the C:\Program Files\Unity\Editor\Data\VR\oculus folder and replaced it with the extracted content from the OVRPlugin. Thanks!3KViews0likes5Comments