No scene mesh when building in .apk, mixed reality
Greetings. When using Meta XR all-in-one SDK v69.0.0.0 and “Scene mesh” block and working with the project within passthrough (i.e. it is MR project) using quest link, it works properly and generates space mesh, but when trying to build a project for android, i.e. .apk scene mesh stops working and generating mesh. How can this be fixed? I need it to work specifically with .apk. Unity version: 2022.3.44f1 I’m using oculus quest 3. Thanks540Views0likes2CommentsVR in moving vehicle Rendering issue
I am working on a project which involves using meta quest 3 in Rift mode while inside a moving vehicle. We are attempting to display lidar information as a customer demo and visualization tool. We have run into the usual suspects while doing this (e.g. motion of vehicle is seen as player movement.) In an attempt to temporarily solve for these issues we have disable the safety boundary and limited tracking to just rotation. This handles most of the issues at least for a temporary internal demo. The issue I'm here for is that with this setup if we move/drive more than roughly 100 ft the rendering in the headset for lack of a better word breaks. The simulation/Unity is still running fine but the visual information is torn and frozen. If in this situation we stop the vehicle and recenter the view the rendering returns to normal and we can move another 100ft before it happens again. Has anyone had this result in another other situations? Is the distance thing a floating point issue? What can we do other than recent the view every few seconds automatically. This is not a solution we want to use. FYI. We are going to eventually attempt to use the IMU data of the vehicle and blend that data with the headset tracking but we are not their just yet and want to show something in the mean time.1KViews1like2CommentsMeta XR Interaction SDK Samples: Once you touch the Right controller, the right hand as issue
Hello, Meta XR Interaction SDK OVR Samples 65.0.0 Unity 2022.3.31f1 Quest 3 In the Sample Scenes : HandGrabExamples & HandGrabUseExamples You can see the same wrong behavior: Once your right controller becomes active by picking it up and grabing something, once you put it down you cannot use your right hand anymore to grab. The poke interaction is still working tho! The combinaison left hand/left controller doesn't show that issue, it behaves normally. I'm quite sure it's stupid, I tried to find the difference between the right and the left without any success. For all of those examples it's only appearing in Play test in unity (over link cable) once I built, it works. I can't grab anything with my right hand since yesterday in my game... Another issue I have is that when using concurrent hands et controller I can see when pinching with the right hand the A key beeing pressed on the synthetic right controller, how do you turn that off? Thanks a lot for your help.1KViews0likes1Comment