Meta Quest Unity Real Hands Building Block not showing real hands
Hi all! I'm somewhat new to VR development, especially in mixed reality. I am trying to use Meta's Real Hand building block, but I can't seem to get it to work. I have a very basic scene with some of the fundamental building blocks (camera rig, passthrough, passthrough camera access, interaction rig), along with the real hands building block and a single cube. When I build the project to my Quest (Meta Quest 3), and move my hands in front of the cube, I can only see the virtual hands - the occlusion does not work to show my real hands (i.e. it works the same as it did before I added the Real Hands building block). Why is this and how can I fix it? Unity Version: 6000.3.4f1 Meta Quest Packages: Meta XR Core SDK (85.0.0), Meta MR Utility Kit (85.0.0), Meta XR Interaction SDK (85.0.0) Steps to Replicate: Create a new empty scene Add the following building blocks: Camera Rig Passthrough Passthrough Camera Access Interactions Rig Real Hands Add a cube at (0, 0, 3) Build the project and deploy to the Quest Wave your hands in front of the cube - only virtual hands are visible, not real hands18Views0likes0CommentsMake GameObjects translucent to the Passthru?
For debugging and for a few specific bits (I want to make a Leia hologram in my scene), I'd love to have the gameobjects be translucent (alpha fine) to the passthru images. If I "just set alpha," the gameobjects are transparent to themselves... but they still block all of the passthru... So... is there a way to make a hologram in your living room that works?58Views0likes4CommentsIs there a flag for World Locked vs Free?
I have the MRUK world locking seemingly everything by default... But not quite. Evidently Zombies aren't world locked and nether is my DebugMenu... But my "Main Menu" is world-locked and I'd like it to reposition itself in front of me. How can you tell MRUK "free this" and how do I know what is "in front of me, near eye level" so when I spawn an orb... it's "findable?" (Hunting the real world for virtual items is... odd)55Views0likes0CommentsAccessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.125Views1like0CommentsPassthrough randomly disables during runtime
UE 5.5.4. Meta XR plugin v78. I have an apk that I sideload onto several headsets. The app works fine while connected to my laptop for development. Never an issue. The packaged apk works fine on the headsets during testing. Seems solid. But then I'll launch the app and hand out 10+ headsets to the customers, and they walk around for a while, eventually some of the headsets lose passthrough. The app is still running and tracking. You can see the virtual objects, but they are on the field of black. You can't see and of the surroundings. Double-tapping the side of the headset simply pauses the app and takes me to the menu. I can't get passthrough working again once this happens. I added blueprint code that every 10 seconds checks if the passthrough object is null and, if so, initialize another passthrough, but that didn't help. I've fired up 10 headsets let them run and walked around the room holding several of them, grabbing them all over the headsets (in case the customers are pressing some button), but I can't get the passthrough to stop working. Hence why I don't have a log file to attach. I'm at a loss what could be happening and how to recreate the issue. Any help or suggestions would be appreciated.20Views0likes0Comments3D Raycast from hands... where is it coming from?
I have a Unity Mixed Reality project... and added the hands and real hands and that's cool. Tossed in a Zombie so I can try to get him to follow me or I can shoot him (finger gun special). Now I want to fixup the ray cast from the hands/controllers so I can interact with game objects from afar... but I'm not even sure where that ray is coming from so I can see the script. My "change" would be to have the ray extend 50m... and return a bunch of "hits" with "target class:" GameObject, yellow [put an explosion effect on that zombie -- if it's hitting the mesh] Interactable, a blue disc appears [press trigger to activate object] something from the 3d depth [depth raycast], an orange disc appears [put bullet hole on that] a scene object [floor/wall], a green [grounded] disc appears (note that that may not be the final terminus -- if there's "more models" outside the window or wall (or maybe you're picking something on the other side of a table).... [code has to see if you can shoot through it] All of course, flat against the object, and usable in code (you might be able to fire a laser through the window, but it won't go through a wall; code will see if that works)... But... I don't know where to look... the ray from the hands does #3... but I don't know where in the Asset Tree it's coming from --it will probably also tell me how to make those discs (is it a Gizmo, or a GameObject?). I figure I can add #1/2 [from the cubes, but I haven't quite figured them out yet either, and #4 [EnvironmentalRayCast [ERC] but I might have to iterate on that one because I don't see a "give me all the hits" from the ERC). Questions: a) Where is this 3d ray coming from in the asset tree so I can learn? b) Is there a good way to "scale" the discs so they're "always ~20px dia" no matter how far away they are? c) It looks like I need to change the shader of my zombie, but I'm not getting the terminology -- it occludes fine (eventually I want the IRL table to occlude it), but I need to say "oh, user picked the bellybutton -- spawn an explosion effect in his gut..." -- and how do you change shaders anyway? I can change materials from the editor, but...?Solved37Views0likes1CommentWhy does an MRUK Room sometimes get loaded at an angle?
I'm working on an AR app in Unity which makes used of the global mesh of the room I'm currently in. It seems that on rare occasions the whole room gets created/loaded at an angle. Not a rotation around the up-axis, but an actual tilt. I can easily detect that this happens, but from there on out I seem to be stuck. From what I can tell there is no API to go "hey, please attempt to reload the rooms again". I guess I could reload the scene, triggering a reload of the MRUK prefab, and see if that fixes things, but that's not ideal. So I guess my question is twofold. Is this a known bug/issue? How can I, when I detect this happens, cause a specific room to get "reloaded"? Unity Version: 6000.0.56f1 Current Meta Packages: 81.0.1 (Although the behaviour dates from well before that)130Views0likes2CommentsGray thing that blocks passthru?
I have a Q3, Unity6, using the Building blocks for Camera Rig, PassThru, MRUK, Raycast Viz, PassThru Camera Access, hands... and some cubes and things. And I did the "don't show guardian" thing in the Manifest... When I run the app, it is fine... until I move my head somewhere... then I am surrounded by a gray blob that blocks everything (including passthru; cannot see the scene nor can you see the passthru). Hands do continue to work (palm up meta key) even though you can't see them [you do see the meta glyph]. Sometimes it happens when I leave a room, other times I have no idea what or why it's there... but since it blocks everything... it quickly becomes dangerous because I can no longer see my surroundings. If I keep pushing... eventually, I get to the other side, but... no idea what it is, why it is, or even where it is (not visible in scene; doesn't belong to any of my gameobjects [cubes or dragon]). When seated, it's usually X=0,Y=.4-.6, Z is eye level (as in, if you move forward, it blocks you -- it seems to be spherical r=.2 but... it's not visible in any way). Annoying when I lean forward to see what's on the debug screen... Example of last time in a concretish way [and this one doesn't seem to be a sphere...]: I went out to my deck and put on my Q3, and started the program. It immediately went to "we need to scan the room," so I did so... I went back to the sliding glass door [also labelled "door" on the planes" closed the program and launched it again to line things up. It was "a little close," so I opened the sliding door and stepped thru and the gray blocker attacked... I shut the door (it's cold out there!), and shortly thereafter the cloud cleared and I could see that the models loaded and were okay... I then walked around to the backside of the deck and it was still there and mostly where I left it (yay! I figured it might lose the anchor), so I figured I'd go inside... as soon as I got "under" the room... the gray blob attacked... and didn't go away until I go inside the basement (into another "mapped room")... Like I said, sometimes the blob attacks when I'm seated... in a mapped room, so it's not like I left... but it doesn't happen every time... If you double-tap your Q3, it goes to the "passthru, but game paused" mode... if you double-tap again, it resumes... still in the blob. So... anybody know what this is and how I can banish it? I want to be able to see my surroundings at all times....Solved112Views0likes5CommentsStylized passthrough: How can i retexture walls?
Meta Horizons documentation on Scenes gives this image as an example of a Basic stylized passthrough. This looks to me like a screenshot of a stylized hall way. How can such an effect be accomplished in Kotlin without using Unity or Unreal? Can this effect also be achieved on Quest 2 or only on Quest 3(s)? The article mentions that Assisted scene capture (available on Quest 3(s) only) shouldn't be used to create such an effect.22Views0likes0Comments