Meta XR Simulator starts only once
Hi, I have a problem with the Meta XR Simulator v60 in Unity 2023.2.7f1 and Meta SDK v60. When i start a Synthetic Environment Server, set the simulator to active and start the game, everything works as intended. But only exactly once! Afterwards i get always these 2 errors: XR Management has already initialized an active loader in this scene. Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one. Failed to set DeveloperMode on Start. They appear each time until i restart Unity completely (e.g. just stopping the server does not work unfortunately). I think everything should be set up correctly (e.g. plug-In provider is set to Oculus and all the items in the verify checklist are applied), because it runs without problems once... But then it stops, no idea why. Any ideas?Solved4KViews0likes4CommentsError: Could not resolve host graph.oculus.com when using Users.GetUserProof() from Platform SDK
Title. Has anyone had this error before or is anyone aware of a fix? User ID and User Profile is active on my data use checkup. I am running tests on a Quest 3 and it is using my main quest profile which is connected to the organization which my app is registered to. Thanks.3.2KViews0likes7Comments[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!6.4KViews1like19CommentsOVR 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 19045.3930Solved6.9KViews0likes11CommentsController snaps to Hand Wrist (Simultaneous tracking of Controllers and Hands)
Hi everyone, I have an issue that I enabled simultaneous tracking for both controllers and hands, everything works an all, just the controller is stuck in the hand all the time. I'm using Unity version 2022.3.52f1 and the Meta XR All-In-One-SDK version 71.0.0. About the setup: both Controllers and the Hand Tracking have the Show State "Always" since I want them tracked and in the scene constantly. Under Camera Rig "Simultaneous Hands and Controllers" is ticked as well as more below "Launch simultaneous Hand and Controllers mode". Body Tracking is by the way NOT enabled. Now further about the problem, when I have my controller in the hand it shows hand and controller, which is fine of course, but when I let go of the controller the virtual controller snaps to the wrist of my tracked hand and the virtual controller doesn't track my real controller anymore. When I pick it up again, the controller is tracked like nothing happened. This is for both hands and I couldn't achieve the effect I want like in this video, where both hands and controllers are constantly tracked and visible, no snapping to the wrist, but the controller stays where I put it down: https://youtu.be/ShIeLRZbUEA?si=UWLEchRaYYu9JS7M&t=348 I really hope you guys know what to do here, thanks ahead for the answers already! Perhaps someone from Meta? GoodGameGomez MetaStoreHelp665Views1like1CommentHow to change the FoV of Meta Quest 3 lenses in Unity using InteractionRigOVR ?
Hello, As part of a project, I need to change the FOV of a Meta Quest 3. I'm using Unity with the Meta Movement package and an InteractionRigOVR to track headset movements with a self-avatar. I'd like to increase the FOV perceived by the user. I've already used a Post-Process Volume, but it's not usable for stereo cameras in the Meta Quest 3. Is there a solution for increasing the FoV in the Meta Quest 3?1KViews0likes0CommentsHow do I find the and tracking cursor
I'm using the interactivity SDK and the Ray Interactor block shows the circle cursor from hand tracking. I think surfaceHit and collisionInfo would get me the vector 3 I'm looking for but I'm not sure how to use it or if its even what I need. Anything helps249Views0likes0CommentsMeta Interaction SDK: UseInteractable - Requirements to use or any documentation available?
Hi, I'm working with the Meta Interaction SDK (v62.0.0) and trying to get something to work with the UseInteractable component (besides the example Spray bottle). I've been referencing the Spray bottle closely, and for my custom object, I've written a script that implements IHandGrabUseDelegate, and assigned it to UseInteractable's "Hand Use Delegate" field. The object has HandGrabInteractables, etc. (similar to the Spray bottle). However, the methods from the interface (BeginUse, EndUse, and ComputeUseStrength) are not being called. I'm wondering if I'm missing something (probably am), and if there is any documentation on steps / requirements for the Use interaction to work. Thanks for any help!2.6KViews0likes4CommentsNetworkGrabbable can be pushed after Client rejoin
Hi Developers and geniuses, I have a weird bug and maybe someone can help me with it. So right now, we have three different versions of a Grabbable as BuildingBlocks: Grabbable - Can be grabbed but not pushed with a finger. TouchHandgrab - Can be pushed with a finger and interacts way more realistic Network Grabbable Object - Can also not be pushed with a finger, but can be grabbed and has Network components on it (Client network Transform). Now here comes the weird part: In our application, when somebody gets thrown out because of network issues and rejoins, the Network grabbable he THEN grabs (takes over Ownership), he then afterwards can MOVE them with his finger! But only those he has Ownership over and only after he was disconnected once from the server. We are totally at a loss why this happens. We tried "giving back" the ownership after releasing the object, but that is not working well because of several following problems. Any idea, why suddenly, after rejoining, the Network Grabbable behaves like a TouchHandgrab and you can push network objects around with your finger? It's something we can not test in the Simulator and there is no good way to debug directly in the app on the quest. Best Regards Florian Buchholz275Views0likes0CommentsIntermittent Issue with Play Mode and Meta XR Simulator in Unity on a Specific Project
Hello everyone, I'm experiencing a peculiar problem with a Unity project that uses Meta XR. The Play Mode stops working intermittently in this particular project. I don't receive any error messages in the console; when I initiate Play Mode, Unity attempts to load the scene on my Meta Quest headset, but nothing happens. Details of the Problem: The issue occurs only in this project. Another project with similar configurations works perfectly on my PC. I haven't made any changes to the environment, Unity settings, or the project before the problem appeared. The behavior is intermittent: sometimes it works after restarting Unity, but then it stops working again without any apparent reason. The Meta XR Simulator emulator also doesn't work in this project. When I try to use the simulator, it doesn't respond or show any activity. The project runs without issues on other PCs, which suggests it's something specific to my environment or settings in this project. What I've Tried So Far: Restarted Unity and my PC. Verified that all packages and plugins are up to date and properly installed. Compared the project settings with those of other projects that are working. Checked for any hidden error messages in the logs. Additional Information: I'm using Unity version 2022.3.13f1 The Meta Quest headset is properly connected and works with other projects. There's no third-party software (like antivirus or firewalls) blocking the connection. Has anyone encountered a similar issue or have any ideas on what might be causing this behavior? Any suggestions or advice would be greatly appreciated. Thank you in advance for your help!849Views0likes2Comments