unity 2020 The scene is not loaded ERROR
Hi , I use Unity 2020.3.48f1 with Oculus integration version 53.1 and it gives me this error in the console everytime over and over again "ArgumentException: The scene is not loaded. UnityEngine.SceneManagement.Scene.GetRootGameObjects (System.Collections.Generic.List`1[T] rootGameObjects) (at <913bb12059fd4cef8da5cc94ad2f0933>:0) UnityEngine.SceneManagement.Scene.GetRootGameObjects () (at <913bb12059fd4cef8da5cc94ad2f0933>:0) Oculus.Interaction.Editor.UnityObjectAddedBroadcaster.HandleSceneOpened (UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode, System.Collections.Generic.HashSet`1[T] knownIds) (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:87) Oculus.Interaction.Editor.UnityObjectAddedBroadcaster+<>c__DisplayClass8_0.<.cctor>b__0 (UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:44) Oculus.Interaction.Editor.UnityObjectAddedBroadcaster..cctor () (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:76) Rethrow as TypeInitializationException: The type initializer for 'Oculus.Interaction.Editor.UnityObjectAddedBroadcaster' threw an exception. Oculus.Interaction.Editor.UnityObjectAddedBroadcaster+<>c__DisplayClass8_0.<.cctor>b__1 () (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:49) UnityEditor.EditorApplication.Internal_CallHierarchyHasChanged () (at <25578071f6e44201aac745680e5c8dfc>:0)" I can export my game but I still don't understand this error.3.8KViews4likes7CommentsTracked Keyboard SDK - can't type to the input field in the example scene
Hi all, I'm using the TrackedKeyboard sample scene (Oculus/VR/Scenes/TrackedKeyboard) to test the tracked keyboard SDK. I can connect my physical keyboard successfully and see it in the scene. However, I can't focus on the input field and type anything. Those are the issues I've encountered: * Clicking the input won't show the caret * After clicking the input, typing with the connected keyboard won't type anything into the input. * I can use the physical keyboard to interact with other UI elements in the scene (checkboxes, buttons) * If I check "Requires System Keyboard," I can use the system keyboard to type into the input. However, there is still no caret, and it seems like the input is not focused. Attaching some gifs to demonstrate the above symptoms: https://imgur.com/X0xKrzq https://imgur.com/fuMn0sO I've tried the solution that was suggested in this thread, but still no luck. Any ideas?Solved3.5KViews1like5CommentsFailed to retrieve Avatar Specification for user id (http response code: 400)
Hi, I know that this problem has been discussed in other posts but none of them had a solution. I'm trying to create a simple multiplayer app to test some interactions. I have the needed Rift and AppLab apps. There's a build on the alpha channel with some users added for access. When the people enter to the App, the local avatar spawns correctly, but the remote one doesn't. The errors that appear in the console are the following: [ovrAvatar2 native] stats::url file transfer failed: http response code: 400 uri: https://graph.oculus.com/7413158262106467?fields=id,avatar_v3%7Bmodel.profile(rift_v04b).platform(pc).sdk_version(Avatar2%20runtime%20SDK%2020.3.0.17.0%20client%20SDK%2020.3.0.17.0).client_version(0.1.0%2B2022.3.4f1).client_name(<project_name>){url,id,creation_time,animation_set}%7D error: No error error details: trace-id: CTJBp1WJMFP [ovrAvatar2 native] specification::Failed to retrieve Avatar Specification for user id <user_id> [ovrAvatar2 manager] UserHasAvatarAsync completed the request but the result was NotFound I suppose that the last 2 errors are consequences of the first one, but I can't make it work. The related posts that talks about this problem are the following: https://communityforums.atmeta.com/t5/General-Development/Meta-Avatar-load-fails-with-Failed-to-retrieve-Avatar/td-p/1029689 https://communityforums.atmeta.com/t5/Unity-VR-Development/UserHasAvatarAsync-completed-the-request-but-the-result-was/td-p/1111501740Views0likes0CommentsQuest 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.Solved4.4KViews1like3CommentsQuest3 v59 stop retrieving logged user id
Hello, We are using quest3 for the development of a multiplayer game with colocation in unity 2022.3.4. With the update of the quest for v59 the function Oculus.Platform.Users.GetLoggedInUser starts retrieving 0 as result, without any error. Our app has the UserID and User Profile feature granted and we are getting the right values in quest with v57. We already open a ticket in the Developer Support and int Meta Store Support. but they are unable to resolve the issue and redirect us to the forums and documentation. None of those are effective. How can we solve this issue in v59? Thanks782Views2likes1Comment[Unity] Virtual Keyboard feature not working
Greetings. Issue: I and my team attempted to enable Oculus overlay/virtual keyboard but failed. Related links/attempted approaches: Fix attempts by chronology: Trigger VK via Input Field in the old project's game scene Trigger VK via code in the old project's game scene Trigger VK via Input Fields/Buttons in Oculus VirtualKeyboardSample scene in the old project Trigger VK via code in Oculus VirtualKeyboardSample scene in the old project Trigger VK via previous methods, after updating Oculus Integration/OVR Trigger VK via all previous methods in the same project, but migrated in the new repo Created blank Unity project, imported/configured VR-related packages, Oculus Integration/OVR, tried to trigger VK via Oculus VirtualKeyboardSample scene Most of the attempts resulted in this error log: [OVRPlugin] [CreateVirtualKeyboard] m_XR_META_virtual_keyboard extension is not available (arvr\prjects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:12543) Create failed: 'Failure_InvalidOperation'. Check for Virtual Keyboard Support. Unity version 2021.3.26f1 LTS Oculus XR Plugin version: 3.3.0 Oculus Integration versions: 54 and 55 OVRPlugin: 1.86.1 Important note: We tried to run the sample, on the same branch/commit, but on different devices/users. 2 out of 6 developers got the keyboard working as intended, others received the error log mentioned above. Seems very strange to me After all attempts, it looks like there's a problem with the OVRPlugin .dll, and not a problem from our side. Any help/suggestions/tips/solutions would be highly appreciated. Expected result: We can access Oculus Overlay/Virtual keyboard after interacting with text UI elements in VR to edit text.Solved5.4KViews1like3CommentsDllNotFoundException: InteractionSdk assembly ERROR (help)
Hi I wonder does anyone has the same problem as I do with this error below. Essentially this error doesn't influence the interaction, but you cannot see the hand mesh. If during the play mode, manually turn on this script under OVRHand\HandDataLeft and Right. The mesh coming back again. I have tried many ways to solve this issue it doesn't work. Including installing different versions of Unity editors, (2022.3.5f1 LTS, 2022.3.4f1 LTS, 2022.3.2f1 LTS ) And tried different Oculus Integration SDKs (V51, V53.1, V54.1, V55) The weirdest thing about this is when I start a brand new 3D Unity project, installed the XR plugin manager, installed Oculus XR Plugin, and then installed Oculus Integration (with all the accept, clean up, and upgrade) The first time run, it works (link mode with Quest Pro), and without any error. If I save the project and close the Unity editor, after re-open the project it will never work again. The above error will keep coming, no way to get back working. I don't know if any of you have had a similar issue like this, and do you have a fix for that? Thank you so much.5.9KViews2likes11CommentsCompiling Oculus integration to WebGL
Hi, we're currenly working on a VR product and we want to build this also to WebGL and Windows (both Vr not included). In our assets we have the latest Oculus integration but on WebGL we get the error: How can we make a build to WebGL without deleting the full oculus integration? Ex. Build WebGL -> Exclude Assets/Oculus/*1.2KViews0likes1CommentDistanceGrab Example, the object does not stay still in my hand when I move during the grab
Hi everyone, I have a problem with object grab, I'm using Unity 2022 and Oculus integration 0.46 I take the official oculus example : DistanceGrab Problem: when I grab an object and move, the object doesn't stay still in my hand but moves to the opposite side, I attach the video so it's clearer. Is there a solution to this? Thanks for support.2.7KViews0likes4CommentsSevere Screen Tearing Occuring when Performance Drops? Unity 2021.3.11f1+ URP
When the fps of my game drops even a little bit in my game a tear starts to form vertically on the right eye and depending on the load will shift over the right eye to the left. Its clear to me that the image being displayed past the tear is being fed a previous frame (it lags behind). I have also profiled the game using OVR Metrics and see nothing out of the ordinary to me. What is really confusing to me is that to my knowledge its never really supposed to do that even under stress. I have tried many different things, used just OpenXR, used OculusXR Plugin with Oculus Integration, tried a more recent unity version, used Vulcan and OpenGLES, created a fresh project and all had the same problem. I have played other quest games and had the fps drop and have never seen this behavior before. It's really sickening even for me and I have well over 1000 hours in VR so I cannot imagine how bad it would effect a newcomer. The only thing I found to really improve this issue was to switch to multi pass but it was still present in the corner and multi pass is really not ideal for this project.1.2KViews0likes1Comment