Change Meta avatar transparency
Hello, I want to make a remote Meta Avatar fade in and out. I can't find a way to make the avatar transparent. I can't find a way to access the mesh render and change the alpha channel. It must be possible as in the documentation they put best practice to fade in the avatar on loading:3KViews3likes5CommentsNew Oculus Quest tutorial in Unity? (2024/23)
Hello. I am working on a new project for my thesis in VR using Unity (version 2022.3.13f1). It's been 1 year since I have not worked on XR. I am finding it difficult to catch up with tutorials that are now too old for the development of new applications in Unity (e.g., the tutorials I used to follow to create VR apps were using this Oculus integration that is now deprecated and if I would upgrade I cannot make the player move). Can anyone advise me on what new tutorials are out there to build VR applications in Unity? I have an Oculus Quest 2. Thank you!4.4KViews0likes3CommentsCustom Bluetooth input sensor / controller
Hi everyone, I'm developing project on Oculus Quest 2 with Hand Tracking in Unity. I need to provide additional input value from external sensor. Input value is just user's pressure on the sensor: may be float with 0.0 - 1.0 values. No movement, rotation or anything else. One sensor and one float value. Now I'm making it long way around using sensor with Arduino + WiFi and local server pairing but need something "less delayed". Have You ever tried to make Your custom Bluetooth controller / sensor to connect to Oculus Quest 2 and use it in Unity?1.7KViews0likes1CommentOVRPlugin.GetSystemHeadsetType() doesn't return Oculus_Quest_2
I added the OVRController prefab to my project but on Quest 2 it always shows the controllers for te Quest. Thi is because OVRPlugin.GetSystemHeadsetType() always returns Oculus quest even if I'm using Oculus Quest 2. I'm working with the latest version of th Oculus Integration. Does anyone have the same problem?1.8KViews1like3CommentsTrouble with MR applications in Quest
Hi there, When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR application can't get the room data that has been set up. It will jump to the room settings in the system. After we finish the setting, click the Finish button and return to our MR application, it still do not have the room data. We printed the log in the UpdateHMDEvents in the OVRManager.cs file, and found that the data.Result=-1000 in the case of OVRPlugin.EventType.SpaceQueryComplete when packaged into the apk, which is different from the one printed when using the Oculus Link function in the Unity editor. Oculus quest 2 system versions we have tried: V50, V51, V53 Oculus SDK versions tried: V50, V51, V53 Unity version: 2021.3.16f1 We would truly appreciate you help on how to fix the problem. Thanks and best regardsquest622Views0likes0CommentsAPI to determine if user has purchased game
Is there an API method to determine if the Meta user has already purchased the game? We do have API calls to determine if the user has purchased Addons (IAP), but I have not found any method regarding the game itself. We are changing our game price to free, and want users that have previously purchased it to have special benefits ingame.2.4KViews1like3CommentsQuestion about data saving
Hello, how to save the game data in progress (ex. virtual helmet rotation y-axis) in the Oculus Quest2 helmet, and be able to open the folder to find the stored file data after the end. I use this C# but not woking, how to test that data can save in helmet : using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEngine.UI; // private List<string[]> dataList = new List<string[]>(); // // private string[] header = { "Name", "Age", "Gender" }; // // private string filePath; // save path public class DataRecorder : MonoBehaviour { private float[] yRotations; private int currentIndex = 0; public DataRecorder dataRecorder; private void Awake() { yRotations = new float[1000]; // } public void RecordData(float yRotation) { yRotations[currentIndex++] = yRotation; } public string SaveDataToFile() { string filePath = Path.Combine(Application.persistentDataPath, "data.csv"); using (StreamWriter writer = new StreamWriter(filePath)) { for (int i = 0; i < currentIndex; i++) { writer.WriteLine(yRotations[i]); } } return filePath; } public void OnButtonClick() { float yRotation = transform.rotation.eulerAngles.y; dataRecorder.RecordData(yRotation); } } /* public float loggingInterval = 1f; // record time(sec) public string logFileName = "head_rotation_log.txt"; // private float timer = 0f; private float lastYRotation = 0f; private float currentYRotation = 0f; private string logFilePath; TimerController IOtime;*/ /*void Start() { logFilePath = Path.Combine(Application.dataPath, logFileName); IOtime.timeElapsed = timer; }*/ /* void Update() { currentYRotation = transform.rotation.eulerAngles.y; // timer += Time.deltaTime; if (timer >= loggingInterval) { float yRotationDelta = currentYRotation - lastYRotation; Debug.Log("Y Rotation: " + yRotationDelta + " degrees in " + loggingInterval + " seconds"); using (StreamWriter writer = new StreamWriter(logFilePath, true)) { writer.WriteLine("Y Rotation: " + yRotationDelta + " degrees in " + loggingInterval + " seconds"); } lastYRotation = currentYRotation; timer = 0f; } }*/886Views0likes0CommentsTeleport with hand tracking
Hello! I am working on a VR project. I have been able to put the hand tracking and it works fine but the issue is that I can't move and I need the teleport and I don't know how to activate it or if I have to create my own script. Thanks for your help!1KViews2likes0CommentsApp Freezes in Oculus Quest 2 when Loading Addressable Asset (Unity)
I'm hitting a major blocker that's stopping our development. The problem is we are using Unity's addressable asset system to load important content for a game (a list of models, our game is a sandbox game of sorts). When we try to load the asset in the headset, the app will crash 3 seconds in or it will just completely freeze up indefinitley. It works perfectly fine if we take out a lot of models and the obb file is only 200 mb but when it is 1 gb, it will just stop working. It also works perfectly fine locally. Any idea why this would be the case or what we can do to debug this? We've been working on this app for a year and a half and right now it feels like we are never going to publish it with this issue. Some help would be greatly appreciated. Thanks!1.6KViews0likes1CommentNot able to delete the unity APK (projects) from oculus quest 2
I am trying to uninstall the existing projects(APK) from my oculus quest 2. I checked the storage tab but the unity projects are not showing there and whenever I hover on the app that time three dots is also not coming (PFA).878Views0likes0Comments