Need help using preset avatars from the Meta Avatars SDK
Device: Quest 3 I have to run an experiment for my project that requires me to assign a participant an avatar from a list of avatars. Once the participant selects an avatar from the list, the full body avatar should appear in front of them from a third-person perspective (3PP), and they should also be able to see the avatar's hands superimposed on their own (1PP, this is important). Both the 3PP and 1PP avatars should mimic the user's hand and head movements. So far, the existing MirrorScene is working for me with Passthrough and a Grab cube interaction. https://developers.meta.com/horizon/documentation/unity/meta-avatars-samples#mirror-scene . I can see the avatar in 1PP and 3PP. I need to know how I can swap out this avatar for another. I believe the current avatar is a fallback avatar. NOTE: I want to use the existing presets available for Quest. There are 33 preset avatars labelled as 0_quest, 1_quest...32_quest. I will only be using a handful of avatars from these presets. I am NOT using avatars from users' Meta profiles. P.S: I gave Mixamo a shot, but it's kinda time-consuming to make each joint work as I want, and making the Meta XR Interaction SDK work with Mixamo models is a pain. TLDR: I want to swap the avatar in the MirrorScene with other presets available locally. How do I do it? First-person perspective (1PP) avatar is crucial. I can't find many resources to guide me with this. https://developers.meta.com/horizon/documentation/unity/meta-avatars-overview Just FYI, I am familiar with coding but have limited knowledge of Unity and Quest.121Views0likes1CommentUnity + OpenXR + OVRSpatialAnchor + Passthrough = Wobbly models
Previously we were using the Oculus XR Plugin with OVRSpatialAnchors and passthrough and all was working as intended. We needed to switch from the Oculus XR Plugin to OpenXR (for a separate package) and managed to get everything working except for when we put an OVRSpatialAnchor on a model with passthrough active, the model appears to be very wobbly compared to it's intended stable state. Once the spatial anchor has been removed off the model it appears much more stable but obviously doesn't have the other characteristics of having a spatial anchor that we need. Does anyone know how to fix this? I saw this post with a similar issue and I updated the AndroidManifest.xml via the Oculus tools menu but that did not seem to fix it. Potentially relevant details: Unity 2020.3.36 MRTK v2.7.2 OpenXR plugin v1.5.3 Oculus XR plugin v1.12.0 Oculus Integration v53.1 Minimum Android API Level: Android 10 (API level 29) OpenXR settings: Render mode: Single Pass Instanced/Multi-view Depth Submission Mode: Depth 16 Bit Interaction Profiles: Oculus Touch Controller Profile OpenXR Feature Groups: Hand Tracking MetaXR Feature Oculus Quest Support I have tried turning off passthrough and saw that the models became stable again but that is not acceptable. I tried updating the AndroidManifest.xml as stated in the linked post but that did not change anything. My code hasn't changed going from the Oculus XR Plugin to the OpenXR Plugin but it can be summed up to just adding the OVRSpatialAnchor component: model.AddComponent<OVRSpatialAnchor>();2.6KViews0likes2CommentsWhy is my "hand tracking subsystem" not being recognized by Unity?
I keep getting the error message below when trying to run my game over link. It runs perfectly when built, but I just can't preview it within unity now for some reason (I haven't had issues previewing it in unity for weeks)3.5KViews1like3Comments[Unity] OpenXR crash when magicleap unity sdk package
Hi, I am trying to build a cross platform project for both Meta Quest and MagicLeap. Thing is, my app works perfectly on Meta Quest 3 before trying to add magicleap package. But as soon as I add the com.magicleap.unitysdk package, without changing anything to the scene, player settings, or manifest, the app crashes on startup (right after passthrough loads up) with the following logs : I know Quest 3 and MagicLeap2 aren't supposed to be in the same project, but I feel like it is that close to work. Can someone help me on this ? Thanks (Other packages installed : Meta XR All-In-One SDK, MRTK3, OpenXR-meta)Solved2KViews0likes2CommentsOpenXR Meta Support TryGetBoundaryPoints Informations seeking
Hello everyone, I've been using TryGetBoundaryPoints in the process of calibrating multiple headsets on the same physical space without any external trackers. I'm trying to find some documentation on the points we get from the function, where are they calculated, by whom (Unity, OpenXR, Meta) and if they are sorted in a way or not. I sadly can't find any documentation, the only thing I know is that OpenXR didn't supported it 2 years prior and it feels like it is still the same. Based on my tests, I would have said that those four points are calculated from a "biggest inner rectangle" algorithm where the last step would leave 4 points with random orientation. Am I wrong to think that the rotation is random ? Why not use OpenXR XrExtent2Df width and height property to align the longest boundary wall to one of those two properties so that two kinda alike boundaries would have either a close to 0° difference or close to 180° difference (or is it managed by OpenXR?). On top of that I would like to know if there's any plan in getting the "GetGeometry" like to function to obtain the ful 256 points instead of the playarea (is it as well managed by OpenXR) ? Thank you every for your time! Dan741Views0likes0CommentsWhen will OpenXR Eye Tracking Interaction be supported?
According to the Unity XR Interaction Toolkit docs, Quest Pro doesn't implement the XR_EXT_hand_interaction OpenXR extension needed to use eye tracking with the OpenXR Plugin-in Provider. As instructed in the Meta Gaze Adapter Sample, I have to use the Oculus OpenXR plug-in provider to use eye-tracking on Quest Pro. However, my project requires using the Unity OpenXR plugin. When will Quest Pro support the XR_EXT_hand_interaction OpenXR extension?Solved4.2KViews0likes6CommentsOpenXR Unity Guide ?
Hello. I am currently developing games on the quest 2 because I need hand tracking. I would like to know if there was any updated tutorial out there to develop on Unity with OpenXR and hand tracking. I didn't found if I could use the Oculus Integration with OpenXR, and I did not found any documentation. Moreover, the unity OpenXR "documentation" says that it is not ready for production, but the old Oculus API has been deprecated in favoir of OpenXR ?! It is a bit misleading. I want to build on OpenXR because it is supposed to be cross-platform, and I want to port my games to consumers that do not have a quest 2 (in my case, it is the Vive focus 3). Any help is greatly appreciated 🙂 Have a nice day.2.1KViews1like2CommentsUsing Unity, OpenXR and Oculus Integration Package, the controllers get stuck in their origin
Hi, I’ve noticed that after installing Oculus Integration package, all action based controllers in my project stop working. Specifically, even though both rotation and position of the controllers is successfully tracked (I have tested the inputs), the controllers in game stay at origin point and only reflect rotation, not position. Unchecking OculusXR Feature in the XR plugin management or uninstalling Oculus Integration package restores the functionality and controllers can move normally again. Device based interactors work, but I don’t want to use them because they’re too clunky and uncomfortable. Using: Oculus Integration package v41, OVRPlugin 1.73 using OpenXR backend XR Interaction Toolkit v2.0.2 Unity v2021.3.5f1 (LTS) but it was the same with 2021.3.3f1 Oculus Quest 2 Note that issue manifests both in editor and when deployed.7KViews0likes7Comments- 1.3KViews0likes0Comments
OpenXR Quest 2 Unity Application Opens In "Window Mode"
Issue: APK application opens in a non-interactable window that can only be closed by alternative means (ie. power cycle, open another application, uninstall). Observations: Log does not provide any obvious errors, warnings, or messages. Build Settings match previous working projects with the exception of settings specific to OpenXR requirements. My team and I have been messing around with build settings, checking forums, documentation, news postings, and have not found any relevant or related occurrence of this issue. I'm happy to provide any code, logs, or additional screenshots. Unity Version: 2020.3.2f1 Quest 2 Version: 32.0.0.58.353.311069892 Quest 2 Software Version: 183718001519000004.4KViews1like2Comments