Accessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.125Views1like0CommentsScript 'CharacterController' has the same name as built-in Unity component.
Script 'CharacterController' has the same name as built-in Unity component. AddComponent and GetComponent will not work with this script. I've been using unity, meta hello world example and have come across this issue and I can't find a solution for it. Is there an easy solution, can I just rename the script? I tried that but it seems to open another can of worms. Why would meta name a script with a name reserved by unity if it just causes problems? Thanks for any help.22Views0likes0CommentsStruggling to get body tracking initialised for movement SDK examples
Hi there, I'm currently looking at examples in the Meta XR Movement SDK (Running the MovementBody scene), and I cannot get body tracking to successfully initialise. I get the following warning which I presume is the source of the issues. I get the same warning running the advanced examples in the SDK example scenes: [OVRBody] Failed to start body tracking with joint set FullBody. UnityEngine.Debug:LogWarning (object) OVRBody:StartBodyTracking () (at ./Library/PackageCache/com.meta.xr.sdk.core@e6e7a2c46b82/Scripts/Movement/OVRBody.cs:161) OVRBody:OnEnable () (at ./Library/PackageCache/com.meta.xr.sdk.core@e6e7a2c46b82/Scripts/Movement/OVRBody.cs:130) ____________________________________________________________________________ I get a different warning running when looking at the Meta Xr Interaction SDK Example Scenes (BodyPoseDetectionExamples). I'll say that I've tried the configuration for just upper body also: Global joint set is invalid. Ensure that there is an OVRBody instance that is active an enabled with a valid joint set UnityEngine.Debug:LogError (object) OVRPlugin:GetSkeleton2 (OVRPlugin/SkeletonType,OVRPlugin/Skeleton2&) (at ./Library/PackageCache/com.meta.xr.sdk.core@e6e7a2c46b82/Scripts/OVRPlugin.cs:9479) OVRSkeleton:Initialize () (at ./Library/PackageCache/com.meta.xr.sdk.core@e6e7a2c46b82/Scripts/Util/OVRSkeleton.cs:595) OVRSkeleton:UpdateSkeleton () (at ./Library/PackageCache/com.meta.xr.sdk.core@e6e7a2c46b82/Scripts/Util/OVRSkeleton.cs:857) OVRSkeleton:Update () (at ./Library/PackageCache/com.meta.xr.sdk.core@e6e7a2c46b82/Scripts/Util/OVRSkeleton.cs:850). __________________________________________________________________________________ My Hand and Body tracking is enabled in my headset settings, I have developer runtime features turned on. I've screenshotted my settings for each example. I'm using version 83.0.0 of the movement SDK, and 83.0.3 for the interaction SDK. I'm at a bit of a loose end so any advice would be greatly appreciated - thank you!50Views0likes1CommentThere's no way to download SDK 83.0.2
meta announced SDK Version 83.0.2 below, but there's no correct link. https://developers.meta.com/horizon/downloads/package/meta-xr-sdk-all-in-one-upm/ since the unity asset store's version is not updated( it's still 83.0.1), there seems to be no way to download Version 83.0.2. Also, I can't find Version 83.0.2 on Unity package manager. Why does meta announced Version 83.0.2 only on release note? I'm so confused. if anyone here successes in downloading 83.0.2, could you tell me how to do that?80Views0likes2CommentsWho do I have to talk to, to get this done right?
Your art director may need to be replaced. Here's a common sense suggestion, that Meta needs to implement into the user interface; allow the user to adjust the opacity of the tool bars and menus, from 0% - 100%. If you decide to do things "your way" then make the main menus: the horizon feed, the navigation bar, appz background, 0% transparent, and **Be Sure To ADD DROP SHADOWS**, behind every text, div , box, and so on, to counter light colors in the far background such as walls, or television program. The Main thing is to be able to see your background sceneries in both mr/vr . The second thing which should have been the first thing, because you had it right in a earlier version, when Meta allowed us to carry a compact version of the menu around like a tablet. That was the greatest concept yet in my opinion. Meta need to allow the users to adjust the menus and navigation bar, through stretching, (not just expand) but adjusting the size of the actual navigation menus, the way they automatically do it when you move them away and towards you. The user should be allow to adjust it manually, for those that wear corrective lens, that would allow them to adjust the menus to a view that they can see clearly while searching for their favorite app, or for just general reading of text. Its selfish and counter intuitive to be the developer and then adhust the screen distnce and size to how you see fit, rather than giving the user full control of the distance and size of the bar and menus. Currently if i want a larger menu screen and bar, I'd have to lean back if im sitting, stretch the screen, and then sit forward for the screen to be closer and larger, without it shrinking like when I pull it towrds me. I want it to stay the same size i had it adjusted to just closer. I would like some feedback regarding this so I am assured that i am not just typing this for my health. I hope I'm not here just wasting my energy sharing ideas that I believe you should have figured out a long time ago, as a simple fix. You should be adding things and not replacing them, unkess necessary. The original backgrounds were good, but then someone went left, and ebtered their second childhood it seemed. But again hope this is not a waste of time for me, if you're not even taking things like this into consideration but chose to take advice from 9 year old using their parents equipment. Stop preying on children, they should not be the focus. Children want to do what the adults do, that's why they gravitate to gta, baby stuff is simply for babies, and if you have a baby, that baby almost always want your things over theirs. Cater to the adult, modern age people, or you'll be stuck on 67, which is brain rot. It similar to rapp music, this stuff is for a certain demographic, they should be catered to, and as time goes one focus on the same age group, as well as your first supporter. The ones that got you this far, by spreading the word, and most people still haven't even tried vr. So again, I do expect feedback. You should be paying me for this advice, seriousor. But I want to see you win, because if you win,in my mind I should he winning being i been here since 2019. horizon worlds was a big waste of time, when Meta could have made this thing futuristic, but instead, focused on children that don't pay money, and then tried biting an idea from a newer but degenerate console when Meta already had the bread and butter You just need to adjust what you already had/have, and that's allowing three things to the disposal of the user: transparent menus (with drop shadows under text and icons, and tinted boxes), allow manual adjustment to the actual size of the menu (not just expanding) and allow a compact version of the menu (or bring back the original compact model) like you had several updates back. [I dont even know why yall got rid of that]. That was a real slow move, because anyone complaining about that may have been trolling you or just complaining just to complain. I used to do graphic design once upon a time. So it's wierd for me to see a newer generation, designing like degenerates. And I have to blame the art director and project management because that's such a simple fix, you're just changing the opacity and/or allowing the user to adjust them. Its a simple code. Even the stretching, instead of having it as static, assign it to stretch. But I went on a tangent, but I came back and doubled down. If I came off rude sorry, but seriously what's going on over there? I've been here since 2019. If you want a change just update and enhance what you already have. Feedback please. Even if its to call me an A-hole 🙏30Views0likes1CommentI cannot use VisemeDriver Component
I would like to estimate visemes from audio in Unity. I configured my project according to the documentation, but FaceExpression.AreVisemesValid is always false, and as a result, the VisemeDriver component does not work. This issue also occurs in the Face Tracking sample scene included with the Meta Movement SDK. Unity version: 6000.2.10f1 Meta Core SDK version: 81.0.0 Meta Movement SDK version: 81.0.0 How can I use the VisemeDriver? Please let me know if there is a workaround or solution.16Views0likes0CommentsI cannot use VisemeDriver Component
I would like to estimate visemes from audio in Unity. I configured my project according to the documentation, but FaceExpression.AreVisemesValid is always false, and as a result, the VisemeDriver component does not work. This issue also occurs in the Face Tracking sample scene included with the Meta Movement SDK. Unity version: 6000.2.10f1 Meta Core SDK version: 81.0.0 Meta Movement SDK version: 81.0.0 How can I use the VisemeDriver? Please let me know if there is a workaround or solution.46Views0likes3CommentsScripted Avatar Movement
I'm using the world creation app to create. Is Scripted Avatar Movement this link: https://developers.meta.com/horizon-worlds/learn/documentation/create-for-web-and-mobile/typescript-apis-for-mobile/scripted-avatar-movement is this for NPC's? I'm asking because I don't see any examples code. The references to locomotion that I do see videos and tutorial worlds is for NPC movement. Is there any examples? if so would you share them? Thanks43Views0likes3CommentsLimiting camera movement
I'm a beginner dev and I know this is probably a very basic problem but I've been pulling my hair out trying to solve it. I'm having trouble with : - Clamping the player height in between a certain height relative to the player model. - Clamping the player X and Z to stop the player from leaning too far outside the player model. Using unity and meta SDK btw If anyone knows the solution or there's some documentation out there please point me to it 🙏 Thanks in advance39Views0likes1Comment