How to obtain the user token using the Meta XR Platform SDK
I currently need to link the player's Meta account to our game using the Unity Meta XR Platform SDK for login purposes. After passing the application permission check, the player's ID can be obtained through the Users.GetLoggedInUser() method. However, the Token cannot be obtained using the Users.GetAccessToken() method. This method always returns an empty result. Could you please tell me if I have not configured something correctly or if there is any missing step?50Views0likes1CommentHow to limit the plane surface to the bounds of the UI actually on screen?
I am using Oculus Integration SDK (yes, the legacy version currently due to needing to make changes to the Assembly Definitions), and I am making a flat canvas. I have placed a PlaneSurface script on the object holding the canvas component. I have a sibling object called "Surface" that I put components `ClippedPlanSurface` and `BoundsClipper` on. I dragged the Canvas object with `PlaneSurface` into the Clipped Plane Surface component's 'Plane Surface' field. Interaction works just fine ... however ... The issue is that now I have an infinite plane surface for ray interaction with world space UI, even though the flat panel is just a rectangle right in front of the player. This makes it so I am able to ray cast against an invisible plane even when there is no UI there. Can anyone help me make the BoundsClipper component work, or somehow to limit the plane surface to the bounds of the UI actually on screen?952Views0likes1CommentPrevent Hands from going through table.
Hi, I am using the Unity Movement SDK to controle an Avatar in my unit scene. I want the player to sit in front of a table in real life and place his hands on it. In VR, the hands should also be on a table. I can roughly adjust it so that the hands are on the table. The only problem is that there are always small inaccuracies when tracking and the AVatar's hands keep disappearing into the table. Is there a way to prevent the hands from sliding through the table and always lying on it?645Views0likes1CommentCheck if an object is grabbed
Hello guys. I can't find a way to check if an object is grabbed or not, a boolean that is true if it is grabbed and false if it is not. The attached image is the components that the object that I want that variable to have. I'm using Oculus sdk Integration in Unity 2020.3.10. Any help is appreciated. Thank youSolved25KViews1like16CommentsVirtual Keyboard
I have a problem using the meta sdk virtual keyboard in Unity. When the OVRCameraRig is set to Eye Level, the Meta SDK virtual keyboard works fine. However, when it is set to Floor Level, the raycaster and hands don't work properly when pointing at the keyboard. If I press on the canvas or other objects, the raycaster and hands are positioned correctly, so I believe the problem lies in how the keyboard's inputs are set.Solved1.1KViews1like2CommentsLeaderboard / Achievement Testing
I'm probably asking a repeat question here. In the event this matches a similar ask - then there must be an answer. Scenario: I have integrated META Platform SDK into my VR App being developed in Unity Engine. 1. Latest Platform SDK integrated in App check 2. Leaderboard Setup including setup in Unity check 3. Test users created check 4. Test from Editor check and validated 5. Signed in with test user account on Quest2 Device check 6. Build to device using Android 12 API level 32 check 7. Leaderboard score test on device (FAILED!!!!!!!!!!!!!) Can someone tell me what I am missing please 🙂3.6KViews0likes1CommentHey META we need to improve the way updates of the SDKs are made
First of all thank you Meta for the hard work to improve the SDK with a lot of frequency BUT can we please find a way to make the SDKs updates less horrible? 50% of the time after an update from the package manager something breaks in the project, and I dont mean incompatibly, I mean stuff with the packages, library folder etc I was so excited to try the new Depth API with v67, but I had to rollback everything to v66 because I couldn't get rid of an error not finding OVR Input. Its amazing to have a rapidly evolving environment for Quest but please lets make this in a better way, starting by updating the version number on ALL packages, make it as easy as update the main package and that it updated all the dependencies.5.1KViews5likes15CommentsHELP OVR Manager and other components gone after unity sdk v66 update
So I was using v65 on 2022.3.7f1 Unity, all good I updated to v66 and in the process Unity crashed, when I reopened the project I only saw an error involving some script in the voice sdk samples, but the thing that has be pulling my hair is OVR manager component and other Meta components are not showing, on package manager all meta stuff says "v66 and checkmark" *after seeing this I deleted the voice sdk samples folder, so I have no more errors on the console but the issue with the components still there } My best guess is this has something to do with Unity crashing, could you help me get my project back?1.1KViews0likes2CommentsNeed Help in meta all in one SDK in unity (hand tracking)
Hello everyone. I have a question. I'm currently using Meta Quest all-in-one SDK in Unity. What I'm trying to do is too make piano keys intractable with the hand-tracking. I put the sounds and box colliders on the keys. The problem that I'm facing is when I press on them using hand tracking, it does not work. Like it doesn’t collide with it. Is there a way to put on the default hand a collider to make it collide with the other object?607Views0likes0CommentsMeta All in One SDK v66 claims to allow us to disable the boundary in code
https://developer.oculus.com/downloads/package/meta-xr-core-sdk/ "66.0 - Release Notes What's New Boundary API The Boundary API enables developers to suppress the boundary visibility, allowing users to go beyond the Guardian Boundary. The feature is closely related to Passthrough: The boundary visibility can only be suppressed when a Passthrough layer is rendered." The official API docs only refer to v65. Has anyone managed to do this? If you have, would you be so kind as to tell me how please? I'm trying this private OVRManager ovrManager; ovrManager = FindObjectOfType<OVRManager>(); ovrManager.shouldBoundaryVisibilityBeSuppressed = true; but the boundary still appears.Solved1.8KViews2likes2Comments