Immutable folders in Interaction Packages
I have a lot of issues with immutable folders in the new Meta SDK packages. I tried different things to but the error keeps coming back in different projects. I first installed Meta Core SDK, I installed 4 building blocks. XR rig, passthrough, controller and hands building block. After this I imported the Meta interaction SDK and get this error: Saving Prefab to immutable folder is not allowed: Packages/com.meta.xr.sdk.interaction.ovr/Editor/Blocks/Interactors/Prefabs/[BB] Hand Ray.prefab UnityEditor.EditorApplication:Internal_CallGlobalEventHandler () This is driving me crazy, I tried different ways, even deleting the packagecache but it keeps coming back.Solved7.3KViews3likes9CommentsError installing Unity's Meta XR All-in-One SDK v62 (and 63) package
I'm getting a console error upon installing Meta XR Core SDK on my Unity 2021.3.36f1 project: [Package Manager Window] Error while getting access token: invalid configuration from Unity Connect UnityEditor.AsyncHTTPClient:Done (UnityEditor.AsyncHTTPClient/State,int) Additionally I'm seeing an error icon with a message "Error while getting access token: invalid configuration from Unity Connect" next to all of the Meta SDK related packages. I've tried uninstalling and reinstalling the package as well as updating it to V63 but the error persists. This also happens accross three different Unity projects on all computers in my organization. No other package displays this error. I've also confirmed that my Unity services are all running correctly and that I'm logged in the Unity hub with the same account as my asset store.Solved7.4KViews3likes11CommentsHand Tracking Gesture for Teleporting with Meta XR AIO SDK
So today I started a sample project, there's going to be a couple of object interactions with Hand Tracking with the new SDK which is Meta XR AIO SDK. Everything works fine until I think about movements with Hand Tracking. so I know Oculus Integration released teleport locomotion with hand gestures, and I searched on the internet how to do that, but didn't find one, even on the Meta XR Interactions Samples, there's only an FBX file that belongs to a scene with the hand tracking gestures on it. but I don't know how to use it, does someone know how to do it? or get any tutorial or scene for a references?Solved2.4KViews0likes2CommentsQuest 3 one eye not showing complete scene
I'm trying to run the lighting sample provided in the Oculus Integration package on the Quest 3 using Unity. But I'm only seeing the flashlight on my left eye (like in the image below) and on my right eye I just see the dark room. I've also noticed this issue with the OVRSceneManager where the global mesh or a wall will only appear in the left eye and not the right. Has anyone else had this happen? Is it a software issue or a problem with my unit? Thanks.Solved4.4KViews1like3CommentsInputOVR missing sub-components - Need help
Hello everyone! I'm super new to VR development and trying to set up both hand tracking and control support in my Unity project. I've downloaded the latest Oculus Integrations v46.0. When I'm adding "InputOVR" to my project, no pre-configured settings are applied or components added to this prefab. Please help me how to configure the same. Thank You3.5KViews2likes5CommentsDllNotFoundException: AudioPluginOculusSpatializer
I tried to use Quest Pro with Unity via Link, but when I imported Oculus Integration, the following error occurred. "DllNotFoundException: AudioPluginOculusSpatializer assembly:<unknown assembly> type:<unknown type> member:(null) ONSPAudioSource.OnBeforeSceneLoadRuntimeMethod () (at Assets/Oculus/Spatializer/scripts/ONSPAudioSource.cs:50)" I used the Unity Editor version 2022, Oculus Integration version 51, and Windows 11 x64. Please let me know the solutions to fix this error. Thank you in advance.Solved2.2KViews0likes4CommentsOneGrab Transformer for moving the OVR camera
I'm trying to create a climbing game where you grab an object and when you move your hand the camera moves in the opposite direction (as though you were really climbing). The problem I'm facing though is that in the hierarchy for the OculusInteractionSampleRig, the hands are children of the OculusCameraRig so everytime the camera moves, it glitches out because the hands move as well. How would I code an ITransformer to achieve this climbing goal?Solved1.9KViews0likes1Comment[Interaction SDK] Grab Interactable / Basic Setup Questions. How to learn the SDK?
Hello all I've created a new scene, imported the interactables from the basic grab scene and then brought in the OculusInteractionSampleRig prefab, as the one included in the basic grab scenes seems to have missing scripts. I am currently trying to create a controller, starting with being able to pick objects up using hand tracking. I can see the reference material on hand grabbable objects here: https://developer.oculus.com/documentation/unity/unity-isdk-hand-grabbable-object/ My general issue that there's now a lot of different components on each of the grabbable objects and on the OVRController itself. I'm looking to learn the interaction SDK (I've previously used the XR interaction toolkit but would love to switch the controller out for an OVR controller), but I'm finding it difficult to know just how to go about learning it. My general questions for this post are: How should I go about learning how to use the interaction SDK to build a controller? Is there any general advice for how to go about learning new toolkits/SDKs? I struggled with the XR interaction toolkit due to finding the documentation to be somewhat lacking and non-informative, so it took a while. Thanks!4.1KViews0likes0Comments