MQPro Controller Tracking turning OFF when kept somewhat still + Bug with InputTrackingState
When a Meta Quest Pro Controller is kept relatively still (even if your hand is shaky!), the tracking gets disabled until a couple of moments after a large movement. I have disabled auto-switching to hand. The biggest issue is that during this time, InputTrackingState/InputActionProperty flag isn't appropriately set to show that tracking is invalid. This applies to both: `UnityEngine.InputSystem.XR.TrackedPoseDriver.trackingStateInput` and `UnityEngine.XR.Interaction.Toolkit.currentControllerState.inputTrackingState` So, how do I prevent the controller tracking randomly turning off OR how do i detect when it turn off??80Views0likes4CommentsBug report - Half transparent materials leak Passthrough layer over solid objects
I am kindly asking the community for the help and Meta staff to take care of this bug report or redirect me to the better place to submit the bug report. Possible duplicate of: https://communityforums.atmeta.com/t5/Unity-VR-Development/Transparent-Materials-render-Passthrough-through-them-even/td-p/1060049 My setup is pretty much similar. Description: Semi-transparent unlit objects leak passthrough layer over the other objects in the scene. Most of the built-in transparent shaders (or similar like fade mode) are affected by the bug. Bonus: UI (and Sprite) shaders also have their own problems with passthrough and transparency - they leak the clear flags color instead. Bonus 2: I saw that the standard material with transparent mode is rendered over other objects as intended but invisible over the passthrough... Video link: https://drive.google.com/file/d/1IY28LuH17AACvX-IhW4aKclZlq_M-aix/view?usp=sharing Environment: - Meta Quest Pro - Unity 2021.3.25f1 - Oculus Integration SDK 54.1 (Package Manager - June 15, 2023) Steps to reproduce the bug: (0. You can fast-forward by downloading the scene I have created: https://github.com/ShivekXR/Passthrough-Transparency-Bug) 1. Follow the guide to create the basic scene (setup for Quest Pro): Tutorial - Create Your First VR App on Meta Quest Headset | Oculus Developers 2. Follow the guide to add the passthrough to the basic scene: Get Started with Passthrough | Oculus Developers 3. Add a semi-transparent object over another one using (standard / generic / built-in) unlit material. 4. Build and run the app and see the result (bug). Expected Result: Semi-transparent materials should be rendered over other objects in the scene. The solid objects behind them should block passthrough. Severity: Personally - I think 4 out 5. It doesn't crash the app, but makes passthrough visually unpleasant, confusing, not convincing effect. Any particle effect with opacity look bad by default.7.1KViews4likes9CommentsIssue with Oculus Quest Pro when setting up Unity Editor and ADB
Im trying to setup the Unity VR Preview for the Unity Editor on my Uni's PCs. Ive set up Oculus and the Linking works fine, but when I try to search in Unity I get an Error: Unauthorized device detected, please add debug authorization and reconnect. System.Threading._ThreadPoolWaitCallback () I also cant add the device in the Meta Developer Hub, even though I tried changing the targetet ADB to the unity Debugger4.5KViews0likes4CommentsAdditional Tongue Tracking BlendShapes
There are currently seven BlendShapes for tongue tracking which primarily only allow for inwards/outwards positioning. https://developer.oculus.com/documentation/unity/move-face-tracking/#face-blendshapes Some further implementation allowing for simple lateral left and right positioning would greatly improve the potential feature applications. Additional development could include both vertical and lateral manipulation, as well as morphing. This would be in similarity with competing HMD face tracking implementations.933Views2likes1CommentEnable hand and controller tracking at the same time.
Hi, I have a Oculus Quest Pro, and work on a Unity project that needs hand tracking and controller tracking for a physical object, but I can't enable hand and controller tracking at the same time. So I wonder is this possible? or is there any other ways to track a physical object using Oculus?12KViews5likes15CommentsUnity Meta Quest App not getting Room Data of the device and always loads the prefab fallback
Hi there, I am facing an issue with my mixed reality app since i switched from the deprecated Room Mesh Controller to the "new" MR Utility Kit. The problem is, that the app is not getting the room data of my scanned room and directly loading one of the fallbacks inside the app, so the room data inside of app is completly different to my real rooms data. The "funny" thing is, that the app is always asking if i wanna setup a new room scan or continue with the existing and showing me the correct room scan i did before, but after accepting the room scan it still not taking the scan inside the app and keeps loading one of the prefabs. first of all, i am using the version 64 of the Meta SDK, because in the newer version 65 the feature got even buggier and it is not even showing the general necessary room setup and continues to the app without any prefab room setup lol And for those ones, who say: "just deactivate the Fallback case with the Prefabs inside the MRUK Component" I did exactly this and in that case the app starts without any room information so every object i spawn is falling threw the ground or the walls. I hope those are enough information, but in case just ask me if you need more and i'll try to answer as quick as i can. See ya and thank you :35.6KViews1like11CommentsMeta XR Audio in Unity. problem with baking
Hi, I'm working with the Meta XR Audio plugin for Unity v69 and everytime I start baking acoustics for the current scene following exception occurs. Is there any workaround? Is the baking process finished before the exceptions is thrown?: System.NullReferenceException: Object reference not set to an instance of an object at MetaXRAcousticSerializationManager.BakeAcousticsForScene (UnityEngine.SceneManagement.Scene scene, System.Collections.Generic.HashSet`1[T] sceneGroups, System.Collections.Generic.HashSet`1[T] geoPaths, System.Collections.Generic.HashSet`1[T] mapPaths, System.Action OnStart, System.Action OnFinish) [0x00174] in .\Library\PackageCache\com.meta.xr.sdk.audio@69.0.0\editor\MetaXRAcousticSerializationManager.cs:266 at MetaXRAcousticSerializationManager.BakeCurrentScene () [0x00001] in .\Library\PackageCache\com.meta.xr.sdk.audio@69.0.0\editor\MetaXRAcousticSerializationManager.cs:51 at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&) at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <787acc3c9a4c471ba7d971300105af24>:0407Views0likes0CommentsDropDown 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.703Views0likes1CommentInput Binding in Unity
Hi I am using Oculus SDK v66 in Unity and I use the interaction quick menu to add ray interaction to my UI canvas. Now, the only way I can interact with the UI Buttons is with the index trigger button. I would like to bind another button for interacting with the UI. How can I change this input binding?Solved1.1KViews0likes1CommentNetwork face tracking Meta avatars
I have working Unity app using Meta avatars. Lipsync works well - other network players see my face moving. So data is receiving correctly. But! When I introduced face tracking, it only works locally. Nobody see my facetracking except me. I'm using the pair of Sample avatar entities (local and remote) on my network player prefab. Everything works except sending facetracking. Can you help me?1.2KViews0likes1Comment