SOLVED: Hand Tracking not working in Unity Editor or Windows PC Build
EDIT: This was solved in the v62 update! https://communityforums.atmeta.com/t5/Announcements/Meta-Quest-build-62-0-release-notes/ba-p/1145169 I have been attempting to use Hand Tracking over either Air Link or Quest Link for use in a Windows PC build. After setting up a project and playing a sample scene, the tracked hands are not visible. Hand Tracking is working on the device in the Quest OS and during Quest Link. When the unity app is running and my palms are facing the headset the oculus menu buttons are visible but not the hand mesh. Steps to reproduce: Create new Unity project. Install Oculus Integration and XR Plugin Management (select Oculus as Provider) Open any Hand Tracking supported Scene (I mainly am interested in the Interaction SDK) Hands will not be visible. Depending on the scene, the hand mesh can be seen not moving from it's initial position. Tested on multiple computers (Windows 10 & 11), and multiple devices (Quest 2 & Pro). Both Quest devices are on v47. I have tested this with Oculus Integration v46 and v47.23KViews1like15CommentsQuests hands tracking is not working in Unity editor
For some reason hands tracking is not working anymore in Unity editor. Tried with Quest Link and with Air Link. Tried in a clean project with the latest updates and Quest Pro. Tried in some old project for Quest 2 (and with Quest 2) where everything was fine a few month ago. Nothing. Checked with Oculus Integration examples - controller ok, hands are absent in the editor. In latest Unity Movement examples eye & face tracking works, controllers works, but no hands tracking, no head movement mirroring, no hands mirroring even with the controllers in the scene. And of course I tried to reboot everything. No errors in editor, but some warnings appear (only sometimes): I will be grateful for any help. Windows 11 Unity 2021.3.4/2021.3.13 Oculus Integration v46 Oculus XR 3.2.2-pre.1 Oculus app version 46.0.0.230.0 (46.0.0.229.0). I tried latest Oculus app, then switched to test channel - no changes. Quest Pro v46.0.0.226Solved7.1KViews0likes10CommentsOVRManager.display returning null
Problem: I'm trying to set my Quest 2 headset to 120hz, Calling OVRManager.display returns null Details: I imported the Oculus Integration Plugin then wrote the below code, but when I build and deploy to the headset I get a null reference exception because OVRManager.display returns nulls Additional Info: Unity 2021.3.12f1, building for the Quest 2, I have Quest support disabled. Oculus XR Plugin V3.0.2 XR Plugin Management V4.2.1 Oculus Integration V49.0 BNG VR Interaction Framework 1.82 Thanks in advance for any help!Solved2.8KViews0likes3CommentsAssets\Scripts\xxxx.cs(24,23): error CS0246: The type or namespace name 'xxxx' could not be found (a
When I build to Quest 3 I get errors such as Assets\Scripts\xxxx.cs(24,23): error CS0246: The type or namespace name 'xxxx' could not be found (are you missing a using directive or an assembly reference?) I am able to work in play mode but the build to Quest 3 fails The packages are installed and I checked the manifest.json and the dependencies are there2.4KViews0likes0CommentsChange AndroidManifest.xml for AppLab submission.
I'm trying to get my app to be submitted into the AppLab, but I'm running into issues where no matter what I try, I always get those permissions active in my build: android.permission.READ_EXTERNAL_STORAGE android.permission.READ_MEDIA_AUDIO android.permission.READ_MEDIA_VIDEO android.permission.READ_MEDIA_IMAGES android.permission.ACCESS_MEDIA_LOCATION android.permission.READ_MEDIA_IMAGE android.permission.READ_MEDIA_VISUAL_USER_SELECTED My app currently does not use any of those permissions, but I am currently using Oculus Interaction SDK (The old integration), so I have two options, to delete all the code that is tied to those permissions, or use another straighter (to the point) solution like modifying the manifest directly, I tried the following code using custom AndroidManifest.xml file checked on Player Settings: <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.CompanyName.MyApp" xmlns:tools="http://schemas.android.com/tools"> <uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove" /> <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_AUDIO" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_VIDEO" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_IMAGES" tools:node="remove" /> <uses-permission android:name="android.permission.ACCESS_MEDIA_LOCATION" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_IMAGE" tools:node="remove" /> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> <meta-data android:name="com.oculus.vr.focusaware" android:value="true"/> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> </manifest> But it simply did not work, not matter what I tried. I also tried building directly on Android Studio, but it did not work either. I don't know why the custom manifest is not working, well, actually it works but specifically the record audio part. <uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove" /> The other permissions simply stay there. I hope that maybe some good developer can help me with this issue. Unity version: 2021.3.30f1, Using this packages: Thank you very much for your patience 😊2.3KViews1like3CommentsStutter / Frame pacing issue after upgrading Unity and the OVR SDK
After the Upgrading project from Unity 2020.3.4 (URP 10.4.0) to Unity 2021.3.10 (URP 12.1.7), we are experiencing a stutter/frame pacing issue that had not been there before the upgrade. The stutter is noticeable when the player is using smooth locomotion and also visible on animated moving objects. The issue is only noticeable on Quest vr builds. With Steam VR the issue does not appear present. We’ve been able to reduce the issue by switching to 72h. But there is still a stutter every one to two seconds. We’v e discovered that if we try to change the refresh rate with the OVRManager call the issue will get worse until the headset is put to sleep and woken back up. OVRManager.display.displayFrequency = 80; OVR metrics have no visible stutters and appear smooth. When running with the profiler the issue gets worse and the spikes show as OculusRuntime.WaitToBeginFrame. What We’ve tried and hasn’t had an impact Upgrading the Oculus Integration 3.2.2 (Package Manager)Upgrading the Oculus SDK to v47 (Asset Store) Switched Oculus to use the OpenXR back end Tested on OpenGLES and Vulken Test builds with Late Latching, Phase Sync, and Optimized Frame Pacing Tested on 2021.3.1. 2021.3.14, 2021.3.15, 2021.3.16 Steps to reproduce: Open a new URP project in 2021.3.10 Make a simple animation of a moving shape Download the Oculus Integration and SDK Put OVR camera prefab in scene Add a simple script that changes the refresh rate on launch OVRManager.display.displayFrequency = 90; Change Quality settings to performant Make an android Quest build and test on device2.1KViews0likes2CommentsHand Grab Interactable grab Event?
hey I am having trouble finding out which event I need to catch from the HandgGrabInteractable to then from that event call a function. In my case the Photon.RequestOwnership(), on the grabbed object. Here is what I have until now, with help from ChatGPT, and my own research as to what exists and what it just made up and trying to adjust it acordingly: What it should do is, using the PhotonView component and the Hand Grab Interactable, catch the grab event and then get the target of that grab event (being the object being grabbed) to then find the Objects PhotonView component and then call the RequestOwnership() method on it. Alternative Solutions to come to the same result or advice for it is also welcome.2KViews1like0Comments[Oculus] OVRPlugin not found when I build the project with bachmode
Hi, I can't find OVRPlugin when I use bachmode to build my project, but it works great without bachmode. I found that there is an error in the building process. Does anyone has a solution to it? I use Oculus Integration SDK v44 and Unity 2021.3.10f1 Here is the log, thanks in advance ``` NullReferenceException: Object reference not set to an instance of an object at OVRDeviceSelector.get_isTargetDeviceQuest () [0x0000d] in D:\Oculus\VR\Editor\OVRDeviceSelector.cs:45 at OVRDeviceSelector.get_isTargetDeviceQuestFamily () [0x00000] in D:\Oculus\VR\Editor\OVRDeviceSelector.cs:35 at OVRGradleGeneration.OnPostGenerateGradleAndroidProject (System.String path) [0x00010] in D:\Oculus\VR\Editor\OVRGradleGeneration.cs:215 at UnityEditor.Android.AndroidBuildPipelineInterfaces.OnGeneratePlatformProjectPostprocess (System.String path, System.Boolean strict) [0x00026] in <99feab6f3db6407493924fe4a179a95b>:0 ```Solved2KViews0likes1CommentOVR Input and OVR Camera Rig
I have an Mac Studio with Unity 2021.3.2f1 installed - with Oculus integration. It is actually not possible to use the OVR Input prefab because the OVR Camera reference is greyed out. There is no possibility to drag the OVR Camera Rig prefab into it as mentioned in the document. Does anybody have a workaround for that?1.8KViews0likes0CommentsCrossplatform - Pico G2 4K & Meta Quest 2 Build Conflicts
Hey all, I am working on a project that is targeting a Pico G2 4K and the Meta Quest 2. When building to Pico G2 4K, I get the following issues (image #1 attached) coming from the Oculus build scripts even with Oculus disabled in the XR Plug-in Management settings (image #2 attached). I have attempted to make changes to the Oculus package to prevent these build scripts, and I was able to successfully build the device on Pico G2 4K, but the app fails to run on-start. This indicates to me there is more interference coming from the Oculus package, which is affecting the build process. For more information, I am able to successfully build to Pico by removing the Oculus package. Please let me know if there's any ideas or information that can be shared to help me.1.1KViews0likes0Comments