Object placed above MRUK furniture "jumps" up/down when pushing right thumbstick
Context Unity + Meta XR Building Blocks. I'm building an AR app (Passthrough + MR Utility Kit). I show a world-space UI dialog above an MRUK table (Canvas in world space, RectTransform placed at the table center + slight lift to sit on the surface -> all via script). Symptom Whenever I push the right controller thumbstick downward, the dialog appears to "jump" ~0.5 m up, and pushing again makes it jump back down. This happened both on the device and in the Simulator. What it actually is It's not the dialog moving. Logging showed Camera.main.transform.position.y toggling between two values (1.047 <-> 1.547), while the dialog's world Y stayed constant.Solved45Views0likes1CommentAccess video data of the Mixed Reality Perspective of a user
Is it possible to access the final rendered video data of Mixed Reality experience of the user within Unity? Purpose: I want to stream the POV of the user to a web application, for this I need access to the video feed itself, that the user sees. So far I couldn't really find any information about that :/48Views0likes2CommentsMRUK stopped working on Android build in v77
We've been developing MR features into our app for the past 6 months and recently started testing a release candidate for Horizon Managed Services (HMS) managed headsets (enrolled with ArborXR). We ran into an issue with the Immersive Debugger causing exceptions on headsets set up using HMS/Arbor when using SDK v74. We updated to v77 which fixed the Immersive Debugger issue, but then the MR features stopped working also on headsets running "personal" accounts. It seems like the MRUK is not creating the rooms in the scene, and thus our app doesn't initialise our custom room set up. I've seen posts about needing to have the app registered in the Developers Hub, which we had in the past but deleted. We've created new apps in the developer hub and registered them in the Unity Tools>Platform settings for the Meta SDK and still nothing. We get a log from MRUK Shared saying "Unable to bind OpenXR entry", which I suspect is the issue causing the MRUK to not work. Everything works fine in the Simulator, I've tried also updating the version of the OpenXR plugin, everything I could find online, and still nothing. We are using Unity 6 (6000.0.42f1), Meta SDK v77 with OpenXR integration.126Views1like0CommentsPhysical transition between rooms in XR Quest 3 - How to?
Hello, I'm making a mixed reality app, and I have scanned two rooms in my house. I have used the Passthrough, MR Utility Kit and Effect Mesh building blocks, but I can't move between rooms without the screen getting covered up in grey, even though I can see the other room being rendered in the effect mesh. How can I disable this "out-of-bounds" effect in order to transition physically between both rooms? The first image is from the room I started the app, the second is from the second room looking towards the first.64Views0likes1CommentFPS not getting more then 30
How can we increase fps of oculus quest. We are using xr interaction toolkit. In empty scene with just camera i am getting 55fps max. But in any project i am getting just 30fps. I have also done normal urp setting you can go though in photos attached. I also applied occlusion culling.103Views0likes2CommentsOpenXR error XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB in build when Mixed Reality scene loaded
Hi, I am getting spammed by the following error after I load my mixed reality scene (room) via the OVRSceneManager.cs [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11311 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:318) The mixed Reality room seems to load fine (mostly), and I am able to localize all anchors, but logcat is being spammed by the error. Not sure it's related, but also getting this error often: AnchorManagerHelpers: The tracked root node uuids are different?! 0efe69dd-c03e-a729-a4b2-3108ac493f34 - 00000000-0000-0000-0000-000000000000 Any ideas how to get rid of the error, please? Thank you. Unity 2021.3.25f1, Oculus integration v56.0, OpenXR Plugin 1.7.0, Oculus XR Plugin 3.3.0 Quest 2 and Quest Pro1.1KViews1like1CommentHow to geometrically align a 3D model to real furniture?
For my video-see-through AR application I want a model to automatically be placed on the biggest found table surface. I achieved the first step: The model is correctly positioned at the table center. However, the orientationis not correct. I want the model to "lie down" on the table, means laying on the back, facing up, while the longest side of the model is orientated just as the longest side of the table - see the following pictures: After a very long time trying, I could not figure out how to align the model correctly. If you have any idea/hint/ or clue I could try, please let me know. Used Asset for testing: Low Poly Human I added an Empty (called ModelPlacer) where I added the script (see below) and pulled this asset in the modelInstance field. Used Meta XR Building Blocks: Camera Rig Passthrough MR Utility Kit Scene Debugger Effect Mesh Hand Tracking Controller Tracking Technical Specifications: Unity 2022.3.50f1 VR-Glasses: Meta Quest 3 Meta MR Utility Kit Code: using Meta.XR.MRUtilityKit; using System.Collections; using System.Collections.Generic; using UnityEngine; public class ModelPlacer : MonoBehaviour { public GameObject modelPrefab; private GameObject modelInstance; void Start() { MRUK.Instance?.RegisterSceneLoadedCallback(OnSceneLoaded); } private void OnSceneLoaded() { SpawnModel(); AlignModelWithSurface(); } public void SpawnModel() { Vector3 spawnPosition = new Vector3(0.0f, 1.0f, -1.0f); modelInstance = Instantiate(modelPrefab, spawnPosition, Quaternion.identity); } public void AlignModelWithSurface() { var largestSurface = MRUK.Instance?.GetCurrentRoom()?.FindLargestSurface(MRUKAnchor.SceneLabels.TABLE); if (modelInstance != null) { if (largestSurface != null) { modelInstance.transform.SetParent(largestSurface.transform); Renderer modelRenderer = modelInstance.GetComponent<Renderer>(); modelInstance.transform.rotation = Quaternion.Euler(-90, 0, 0); Vector3 modelCenter = modelRenderer.bounds.center; Vector3 surfaceCenter = largestSurface.transform.position; Vector3 positionOffset = surfaceCenter - modelCenter; Vector3 adjustedPosition = modelInstance.transform.position + positionOffset; modelInstance.transform.position = adjustedPosition; } else { Debug.LogWarning("No surface found."); } } else { Debug.LogWarning("modelInstance is null."); } } }916Views0likes3CommentsDelay in Passthrough Camera Feed Versus Virtual World in Unity with XR All-in-One Plugin
0 I am developing a mixed reality application in Unity using the XR All-in-One plugin from the Unity Store with a target device being the Quest 3. I've successfully integrated the RigCamera, Hands, and Controllers tracking, as well as enabled passthrough using BuildingBlocks. However, I'm experiencing a noticeable delay in the passthrough feed from the real world — about half a second — while the virtual world interactions remain at full speed, causing a mismatch between the two. Steps I've taken so far: Ensured all configurations in 'Project Settings -> Meta XR' are correct. Updated the project settings for Android build. Tested with Unity version 2022.3.20f1 LTS, as recommended by Meta. Enabled passthrough in the Oculus properties app I've also recorded a video demonstrating the issue. You can see how the virtual hands or/and controller react immediately when I move in the real world. However, the passthrough is really slow, causing this mismatch I have been talking about. Does anyone know how to synchronize the passthrough feed with the virtual world and eliminate this delay? Any advice or insights would be greatly appreciated as I am really lost where the problem is coming from.1.6KViews2likes3CommentsOverlaying Real World Objects With Anchor Prefab Spawner
I am using the Anchor Prefab Spawner in a Mixed Reality Project, but it is not functioning to my satisfaction, and I was wondering if there are any improvements I can make. I made a Mixed Reality Unity Project using the MRUK and Meta's All In One SDK. I scanned a 3d object and imported it into my MR scene as a prefab. My goal is to overlay the real-world version of the object with my virtual 3d model, and the best way I have seen to do that is with the Anchor Prefab Spawner (since object detection is not available on the Quest 2). The Anchor Prefab Spawner does place the prefab where I labeled the real-world object in my Scene Setup, but it looks all weird and distorted. The prefab becomes dark and loses the vibrance it has when looking at it in the editor (could be a shader issue). The prefab also has a lot of trouble spawning at the same orientation and scale as the real-world object. I believe this is because the Anchor Prefab Spawner solely uses the scale and rotation of the box volume that I created as part of Scene Setup and has no way to orient itself in the space. Also, the virtual model gets distorted when looking at it because the headset is trying to render the 3d model and the real-world object in the same position. If anyone has any solutions to these problems or some ideas for scripts that I could write to improve the experience, please let me know!1.1KViews0likes0CommentsMixed Reality app without boundary limit
Hi, we are building an MR/passthrough game meant to be played outdoors in large open areas. We found out that boundaries are limited to 10m by 10m which is hugely insufficient, as our game requires the players to move around a lot (easily in an area of a basketball or even a football field). We found out that we can disable the boundaries with the permission: <uses-feature android:name="com.oculus.feature.BOUNDARYLESS_APP" android:required="true" /> but when we try to publish the app, it gives an error: This APK includes experimental APIs (com.oculus.feature.BOUNDARYLESS_APP in AndroidManifest.xml).... APKs with experimental APIs cannot be pushed to public channels. how can we publish the game on Meta Quest store without the boundary limitation? PS: Arkio doesn't seem to have any boundaries so there must be a way. We are putting in place solutions to enable awareness of obstacles and hazards so it's not like we don't take safety seriously2.5KViews3likes3Comments