Seeking Solutions for Disabling the Guardian Boundary in MR Games on Quest 3
Hi everyone, We're currently developing a mixed-reality (MR) game for the Oculus Quest 3, which involves physical movement within a real-world space. To enhance immersion, we utilize the passthrough feature extensively and need to disable the Oculus Guardian boundary system. Currently, the only way we've found to disable the boundary requires players to activate Developer Mode on their accounts, which isn't ideal for general users. We're looking for alternatives that allow us to disable the Guardian boundary without requiring users to change their account settings. Additionally, our development process involves recording gameplay, for which the boundary needs to be enabled, but we would like to maintain passthrough vision. Is there a way to enable just the passthrough and disable the boundary for recording purposes? Has anyone here worked with similar settings or encountered these issues? Any advice or suggestions would be greatly appreciated. Thanks in advance for your help!Solved3.9KViews0likes4CommentsSolving Unity 6000 - Meta XR SDK Tracking Issues
Bug Directly upgrading from Unity 2023.2 to Unity 6000 made both headset and hand tracking not working. Reason It seems that Oculus Plug-in is not compatible. Versions Quest Pro Windows 11 23H2 (22631.3593) Unity v6000.0.3f1 Oculus Utilities v1.97.0 OVRPlugin v1.97.0 SDK v1.0.34 Meta XR SDK v65 XR Plugin Management v4.4.1 OpenXR Plugin v1.11.0 Solution Uninstall Oculus XR Plugin from Package Manager Check OpenXR and Meta XR Feature group in XR Plug-in Management Add an interaction Profiles using Oculus Touch Controller Profile Note that Meta Quest Touch Pro Controller Profile doesn't work. Check the Hand Interaction PosesSolved3.8KViews9likes2CommentsController-Driven Hand (Capsense) v66 is broken.
I have been trying to implement Capsense or controller-driven hands for four days, but I have not been successful. Initially, I worked with version 65 of the Meta XR SDK, but nothing seemed to work despite my best efforts. When version 66 was released, I hoped that the Capsense issues were fixed, so I updated to version 66 and imported the samples from the Meta XR Core SDK. Interestingly, even the sample scene "ControllerDrivenHandPoses" provided by the developers does not work correctly-the hands do not appear. My goal is to use controllers while displaying hands and their animations simultaneously. Currently, when I use the controller, my hands disappear. Even if I set the hands to always show, they appear but the controllers do not work to move the player. I am seeking help to resolve this problem. If anyone knows the solution, please let me know.2.6KViews0likes9CommentsHow to have snap interaction while still holding a grabbable object
Here's my scenario. I am developing for the Quest Pro/Quest 3 using the Interaction SDK. I have a power drill in my hand and I want to use it to turn a screw. I would like the drill's socket to securely latch on to the screw head while I activate the drill and turn the screw and for this joint to break when a certain force threshold is reached. I suspect this has something to so with snap interactions, which I've tried, but I can only get the snapping to happen once I release the drill. I haven't been able to find anything in the documentation on this subject and I would appreciate any help or tips or leads.2.3KViews1like4CommentsGrab objects with weight
Hi, I would like to know if there is a way to make that when I pick up objects they move according to their weight, for example if I pick up a heavy object, when I move my hand the hand tracking should take more time to reach the position of my real hand compared to if I was holding a lighter object, I have looked for multiple solutions but I have not been able to achieve anything yet, I appreciate any help!Solved1.6KViews0likes3Commentsunable to retrieve the user ID
Dear Meta Support Team, I hope this message finds you well. My team and I are currently developing an application that integrates with one of your platforms, and we have encountered a specific challenge that we hope you can assist us with. We are working with Quest 3 and have run into a roadblock trying to retrieve the user ID. Despite following the documentation and attempting various approaches, we seem to be missing a crucial step or perhaps misunderstanding the process. Here are the details of the issue: Platform/Service Used: Oculus Quest 3 Objective: Our goal is to get the user's ID to their profile in our application for a seamless VR experience. Issue Encountered: Despite our efforts, we are unable to retrieve the user ID. We are reaching out to inquire if there might be any known issues related to this functionality or if there are any additional steps or permissions required that we may have overlooked. Your guidance on how to successfully retrieve the user ID from Quest 3 would be immensely appreciated. We are eager to resolve this issue promptly and continue developing our application with the amazing capabilities of your platform. Thank you in advance for your time and assistance. We look forward to your response and any recommendations you may have. Best regards, Adriano1.2KViews1like2CommentsHow 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?1.1KViews0likes0CommentsHow can I display hands over OVROverlay?
I am using the OVRCanvasMeshRenderer script to display a curved canvas using OVROverlay. Using this for a spatial web browser, and OVROverlay provides the best visual clarity. Problem is that the canvas now displays over everything. I cannot figure out a way to mask the hands to display over the canvas. I read a few posts that suggested enabling XR Depth Submission, and this makes no difference. Is there an example of how to go about this anywhere? Using Meta SDK V 62 on Unity 2022.3.11940Views2likes5Comments